I disable… the problem continue… =/
can you create a new scene and place your mesh in there?
Just a default scene setup, no empty level
can you add a hdri in the capturereflection actor??
I create a new basic UE4 scene and import my mesh… the table and the helmet look like they are in two diferent light scenes… =/
I’d say the material’s set with it’s own reflection… you can see it’s not the environment that is reflecting on the head (last pic)! Maybe there is an hdri image inside your material and it set to too low intensity… try to find it and set it higher OR would be better maybe to have real reflections from the surrounding…
Hello my friend. I take the same hdri from substance painter and put in the capture reflection actor and its get so much better… but the object will not reflect the surrounding anymore ?
So, if i make a night scene, the reflection of my Iron Man will be the hdri in cap reflection ? There’s a way to prevent that ?
Hello Makigirl, how did i see if there a hdri image inside my material ? I make the textures in substance painter, and use the new plugin that export automatic the textures to ue4 and make the nodes for material… how do i see if there’s a image hdri inside ?
hm I never worked with substance but I don’t know how it should ever be possible to “bake” a hdr in a texture, or why someone should do it
I guess that your Unreal scene has too less lights, thats why your meshe seemed to be so dark. If you add more lights and stuff around your charakter and don’t use the hdri in your reflection capture actor then it should look as good as in the previewer.
Your reflectioncaptureactor is currently only seeing the table, chair and your floor, nothing else, so there are no more information in your reflections.
If there would be a complete scene it should look better. Maybe just try out the scenes from the content example project and place him in one of those rooms.
set your compression settings for OcclusionRoughnessMetalic texture to Masks(no sRGB), then in your material change sampler type for your masks to Masks. Default compression(sRGB) darkens the colors of a texture so it looks correct on the screen, but since masks are just a data you shouldn’t use srgb (for example gray roughness would be dark gray with srgb, which then would make your mesh reflect more light).
I don’ know if you solve this problem, but… I had the same problem in my project with a metal texture from substance painter and I could solve this.
The solution was simple change the “Mobility” option of the SkyLight, from “Stationary” to “Movable”, and metal textures are rendered pretty good for skeletal meshes.
I hope this can be useful for someone!
Have a good day,
Hey I think I solved your (and my) problem! If you have an environment cube map set for your scene, you have to make sure your reflection sphere has the same cubemap set when you bake your lighting.
In Project Settings->Default Settings->Auto Exposure. Try settings this value to “False”.
Or Keep “True” and play with the Auto Exposure to “Auto Exposure Basic” and play with the bias.
The first setting worked best for my project.
In Project Settings->Default Settings->Auto Exposure. Try settings this value to “False”.
Or Keep “True” and play with the Auto Exposure to “Auto Exposure Basic” and play with the bias.
The first setting worked best for my project.
Hello,Your solution doesn’t seem to solve the problem, but it solves your project. It didn’t work for my project, did you solve this problem perfectly then? Thanks.