Weird Reflections

I am using screen space reflections in ue5 and my reflections are noisy and reflecting part of the sky. I can’t use lumen reflections because I don’t want my game to be laggy and ray tracing reflections look the same to ssr . Any idea how to fix my reflections?

Hmm, can you get a wider photo of the scene your objects sit in?

The noise is almost certainly from the SSR. Lumen doesn’t use prefiltered cone traces like a lot of SSR, it’s tracing reflection rays, which means that you have noise in the same way normal ray-tracing has noise. There are a few solutions, but I’d need to know more about the sky reflection first.

Looks like Lumen reflections honestly, I’ve never seen SSR in Unreal take into account surface roughness, much less do contact hardening for reflections. It just fades SSR out at the roughness increases.

(Edit: Looks like SSR can account for surface roughness when using the experimental denoiser)

Anyway, if this is indeed SSR; SSR falls back to the reflection captures, if there are no reflection captures it will fall back to the skylight. Solution: Place reflection captures.

Thanks :smiley:

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