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Translucent Reflections Quality (SSR/ReflectionCapture resolution)

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    Translucent Reflections Quality (SSR/ReflectionCapture resolution)

    Hello there,

    As mentioned in various places before (anwserhub, forums) - reflections on non-rough translucent surface materials at this moment have rather low quality - due to no SSR on these materials and low max resolution of the reflection captures.

    https://answers.unrealengine.com/que...ing-glass.html
    https://forums.unrealengine.com/show...-looking-glass
    https://answers.unrealengine.com/que...ucent-mat.html

    As I've read somewhere on the net, Epic is aware of this issue - it is impossible now to do realistic looking archviz scenes involving lots of glass surfaces - reflections on the glass surfaces get blurred, poor quality look due to issues mentioned before.

    Are there any plans to integrate SSR in translucent materials or allow increasing reflection capture resolution w/o modifying the source code (by myself) in upcoming releases of UE?
    If not, is it easy to bring up reflection capture resolution by custom source code change (by changing some hardcoded value of 128 somewhere), or is it a huge change that requires lots of refactoring?

    Searching in the latest 4.7 previews changes/feature announcements I did not find anything related to this issue, which is long-known in the community as I think - and crucial for some usages ( architectural visualization, wink wink )

    Attached is the example of poor-looking reflections. In this case, reflections in the glass should be as sharp as possible - w/o this we're getting cheap-plastic (or glass with some kind of dispersing film) look instead of luxurious glass.

    Personally, I think this is the last thing that separates the archviz usage of UE4 from TOTAL DOMINATION over current state-of-the-art non-realtime visualization techniques.

    Cheers!
    Attached Files
    Mikołaj Bazaczek / VR Lead / Herzog & de Meuron
    m.bazaczek@herzogdemeuron.com / mbazaczek@gmail.com
    3dsmax / UE4 / VRay / Corona / Rhino
    js / python / web / php

    #2
    SSR for translucent materials is available in the GitHub branch (4.8).
    ArtStation - Portfolio

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      #3
      Hi Aerloth,

      The start of this is planned for 4.8. This is actually already available and has been for a little while now via the Master Branch on GitHub.

      I don't necessarily recommend developing in that branch since it's not fully tested by QA, but you can definitely compile and check out that if you're interested to see where it's at.

      The Distiller posted a couple of screen shots a few weeks back of his tests with it.

      https://forums.unrealengine.com/show...l=1#post207538


      EDIT:
      @The_Distiller: looks like you beat me by a minute! Took me that long to remember where I'd seen your screenshots. haha
      Tim Hobson | Learning Resources | Epic Games
      UE4 Documentation

      Comment


        #4
        Very nice! Thanks for a swift response!

        I guess increasing the resolution of reflection capture maps is a no-go? I'm asking, because SSR are kinda funky in VR (and resource expensive, too).
        Mikołaj Bazaczek / VR Lead / Herzog & de Meuron
        m.bazaczek@herzogdemeuron.com / mbazaczek@gmail.com
        3dsmax / UE4 / VRay / Corona / Rhino
        js / python / web / php

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