So, I built lighting with some reflection captures, and after I built it, SSR was completely overridden by the captures. I want to setup my scene to use SSR when available, and blend captured reflections in everywhere else, and I thought that was the default setup. Can someone tell me if I am just doing something wrong?
As you can see in the screenshot, the reflections used on the wood are from multiple captures (I tested by turning off SSR in the post-process volume, and it made no difference).
Some clarifications, what version of the editor are you using? What is your camera / player setup like and do you have any Post Process effects turned on there? If not, what is the SSR settings in your Post Process Volume? Is the Volume set to Unbound? Do you have a sky light in your scene? Have you set the example up for mobile deployment or PC?
I’m using 4.6.1, my camera and player setup are default (using the Blueprint FPGame for the character movement). I have a post process volume which I used to test SSR settings; I currently have it set to maximum quality and intensity. Otherwise, I haven’t messed with any other post-processing effects. I don’t know what setting the volume to unbounded means, but it does encapsulate everything I have in the level. I do have a skylight, set to stationary. This is for PC, not mobile.
Yes, unbound means it encapsulates the entire level. BTW, why do you have so many reflection captures for one area. Also, I recommend using a cube/box reflection capture since the room is essentially rectangular/box like.
Well I am using a large number of captures to increase the accuracy of the reflections. This is Arch-Viz, so I’m not so worried about performance as I would be otherwise. I will try a box capture, but seeing as how the area does look outside, it may not work. Also, I can’t seem to be able to scale box captures at all; is this an error or am I just missing something?
What is the Intensity of your Sphere reflection capture actors and sky light? It may be that you have their intensity turn up that they are always overwriting the less intense (by comparison) SSR. Also look at the min Roughness setting in the SSR, what is this value? It may be set to high and is blending out too quickly into the cubemaps from your Sphere captures.
I do not see anything for the intensity of the captures and the intensity of the skylight doesn’t seem to make any difference (not sure why it would for that matter), and my SSR intensity is 100/100. Min roughness is at 0.8, so that can’t be it for sure.
I will probably need to see the project itself to help any further. If you can share it or a small sample map using the same materials and I can look closer into what might be causing this problem for you. If you need to keep the project confidential please feel free to contact me via private message on the forums.
I am going to suggest to possible fixes for you. The first is using Windows Explorer go to your Project Directory and delete the sub folders Intermediate and Saved then reopen your project in the editor (this will take some time as the engine will be rebuilding and compiling shaders and additional information). I am suggest this primarily because that is how I opened your project and the SSR was fully functional when I opened the project the first time.
Next, assuming that this does not work. Check your Engine Scalabilty settings to ensure that they are set to EPIC and check under Show >> LIghting Features >> Screen Space Reflections is set to true (Checked).