Hello everyone, I’ve been working with Unreal Engine 5.1 and my tree assets in the game. The thing is, when I’m using ray traced global illumination, reflections, and shadows, the trees start looking somewhat odd as I move further away. They almost take on a plasticky appearance. To give you a better idea of what’s going on, I’ve attached a video showcasing this issue. If any of you have encountered something similar or have insights on how to address it, I’d be grateful for any help or suggestions you can provide.
It can be a good idea to somewhat decrease the specular / increase the roughness of things like leaves or grass at a distance.
Also make sure your leaves are using the two sided foliage shading model.
Sometimes as mipmaps blur textures, they can lead to the values not being correct. Consider going to the buffer visualizer in viewport and inspecting how the individual buffers (like roughness) change as you move farther from the model.
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