How to disable/hide the "source" from a light in reflections?

Hi, i have a problem atm. Is there a solution to hide/disable the “glowing spot” in reflections from a light source? Or maybe another way to have a light like the directional light without a visible “source” of the light in the reflections?

I have a black wall which is like a black mirror (just 0,0,0 as base color and 0 roughness). I know you can set the min. roughness higher to get a more diffuse effect, but that don’t work in my case. When i set the min. roughness of the light higher the wall becomes grey.

Some images to show what i mean:

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Hey JimmysBruder -

This is a function of the Physical-Based Materials. What is happening when you increase the roughness is actually spreading that light across your surface as would happen in the real world with lighting. Ultimately though there is no way with a directional light to remove the source rendering, you can help reduce the blooming effect by adding a global post process volume (unbound) and lowering the bloom setting.

Thank You

Eric Ketchum

Okay, thx!

Yes you can remove the light source reflecting from a directional light if you:

  1. Click to select the light.
  2. Then find “specular scale” in its details panel and set it to zero.
  3. Also note that in the current documentation for directional lights it says “min roughness”
    I am in Unreal 4.22.3 and I think they changed it to “specular scale”. Looks like they haven’t
    updated the documentation yet.

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Best :heart_eyes:

you are legend bro