Reflection Captures dont work with moveable directional light on mobile.
This works fine on P.C. but not on ios or on the mobile previewer. If the light is static the reflections work. If its changed to moveable the reflection just becomes a specular bounce from the light source. This removes the indirect spec quality.
asked Oct 26 '14 at 04:06 PM in Bug Reports
Hi finwefeanor, I saw your other post in another mobile lighting thread so I will break it all down right here.
This test is in the default level with a sphere and a cube added. I threw a couple of materials on them from the starter content and made the sphere reflective so you can see the cube capture working.
You must flip your preview rendering level to a P.C. shader model when you bake lighting, I have it set to 5. Lighting will not bake in mobile preview model. Next make sure that the light you want to cast dynamic shadows is a directional light type.
Raw lighting setup, Baked in shader model 5. You can see that the reflective sphere (All Black) is only showing the dynamic spec reflection of the shadow casting directional light. Also note the vary black shadows. - Second shot - I added a sphere reflection capture actor the scene (default settings) and did a lighting bake in shader model 5. Flip to mobile preview. You can see that the reflective sphere now also has the cube capture showing up. Its pretty dim without a skylight to bump the ambient light but you can adjust the brightness of the capture in the sphere reflection capture settings. Here...
Bake in shader model 5, flip to mobile preview...
Now you have a nice strong reflection but the shadows are still black. You mentioned that you weren't using a skylight so an alternative way to add some color into the scenes ambient shadow is to adjust the environment color in the world settings under the lightmass section.
Like this pinkish color I added here.
To be Continued...
answered Jul 13 '16 at 04:16 AM
Hey Team Kingdom,
I have done a bit of research into why you may be coming across this issue and found this page for basic lighting on Mobile Devices: https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/index.html#basiclighting
Under the Basic Lighting Subsection, there is a line that says, As you are marking all Materials as fully rough, your Materials will not have interesting specular reflections."
Let me know if this helps clear up what you may be seeing.
answered Oct 28 '14 at 06:54 PM
[Epic] Gribbs ♦♦ STAFF
I prefer to use skylights in my scenes so I added one to this scene. Make sure that the sky distance threshold setting on the skylight can actually reach the farthest geo you want in your reflection capture. For example the skydome in the default UE4 scene is huuuge so I have to set the skylight to 2 million units to get it all in. Also I uncheck the cast shadows box.
Now that there is a real source of indirect light in the scene I can turn down the brightness of my sphere reflection capture. I had it set to 10 but I set it back to default 1. Bake in shader model 5, flip to mobile preview..
The shadows have a nice fill to them and the reflective sphere looks nice and shiny. You commented that you have moveable colored lights in your scene, I added a couple of moveable colored point lights that move back and forth. No shadow casting. Bake on shader model 5, blah de blah, repeat the mantra.. Really most of my lighting fails come from forgetting to do this.
And here is a screen grab from the scene running on an ipad.
Hope this helped you. TeamKingdom.
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