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Reflection on Transluscent Material


I have used Unreal glass material on all my windows, I have the sphere reflection set. I still get pixelated reflection. I tried changing the light map resolution of the glass but it didn't affect anything. Any help would be great.

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asked Dec 05 '14 at 03:30 PM in Rendering

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Hello AmrVR,

I remember seeing this question not log ago and wanted to check further into the documentation to see if I missed anything. Here is some great answers as to why the default glass material on your windows (flat) is pixelated.

"The Reflection Environment cost is only dependent on how many captures influence the pixels on the screen. It is very similar to deferred lighting in this sense. Reflection captures are bounded by their influence radius and therefore they are culled very efficiently. Glossiness is implemented through the cubemap mip maps so there is little performance difference between sharp or rough reflections."

"Reflections through this method are approximate. Specifically, the reflection of an object will rarely match up with the actual object in the scene due to projection onto simple shapes. This tends to create multiple versions of that object in reflections as many cubemaps are being blended together. Flat, smooth surfaces that cause mirror reflections will show the error very noticeably. Use detail normal maps and roughness to break up the reflection."

I hope this helped explain things. If you need more information you can check out the documentation I pulled this information from, here.

Documentation for Reflective Environments


Forum Posts


The forum post provides an alternative glass material which is easy to set-up and gets rid of a good amount of that pixelation you are seeing. Just apply it to a plane in your level to see the effects.

Glass Material Set Up alt text

Thank you,

Andrew Hurley

custom_glass.png (241.5 kB)
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answered Dec 05 '14 at 07:36 PM

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