Material Metallic Reflection Bug

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When I was playing around with reflection, i foung this paticular particle effect getting reflected in a wrong way.

further camera is away from wall, more fire gets squeezed in reflection. But little sparks remains in correct location. I think this is really minor, but for real… if it can be easily fixed please do fix it… For visual fidelity. lol

I tested this with another particle, but that one looks absolutely beautiful.

This particle is one of default particle found in a newly created sidescrolling project

#Update:

No, other particle I tested and said were absolutely beautiful is wrong, they also got reflected in a weird way, it’s just their effect detail level is hard to compare in reflection.

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Hey ,

Can you tell me which Particle System you’re using and which project you got it from? Thanks!

It’s newly created default SideScrollingBP project, there are a few sample particles…

and I just realized not only this paticular one, but all particle effects are reflected in a weird way. if not, everything is reflected in a weird way anyway… lol

found a better screenshot

2077-shot-25.png

I do well understand real time reflection is really performance intensive, maybe this is some kind of algorithm calculations that works best at moment. I just want to double check with people.

basically i found it’s just like taking screenshot of one side of surface and transform it in a 2 Dimensional way apply image to surface.

But what’s interesting is that those lighting glows does get reflected in a right way. and other wall gets reflected also in a correct way. I’ts just weird why can’t flat particles be reflected in space like a mesh.

Test reflections with and without TemporalAA, you’ll have different results :wink: Can’t tell why though :s

To second what said, what Material are you using as well. Is this something you’ve created and if so, could you post an image of your Material Network?

-W

It’s default material used by that default particle system in default sidescrolling starter project.

Never saw there is an answer below all replies… lol, thank you. I’ll try it without TempAA

Forgive me, metallic material that you are assigning to BSP Brushes in level where reflection issue occurs. I’ve tried this with Default Metallic Materials provided and I’m unable to reproduce issue.

I don’t think it is wall’s material’s issue, how was your particle reflection looked like? And what graphic setting do have your turned on?

reflections that look like points are from specular component of particle lights. Those show up in right place. other part of reflection that has texture is result of screen space reflections (SSR). SSR traces rays against depth buffer and picks up screen color at ray hit point for reflection. There isn’t any depth rendered for any translucency. This means ray hit point will be opaque geometry behind translucency. This causes stretched shapes like you are seeing, misplacement being greater larger difference between depth of translucency and depth of opaque surface behind it. Overall we’ve seen this artifact to be better than alternative where no translucency is reflected.

Disregard, I now see issue you are referring to:

I have entered issue in our database for our developers to review and thank you for reporting issue.

Please continue to submit any issues you encounter so that we may track them in our database.

-W

That’s some technical stuff that I have no idea about… but hey, it’s never too late to learn some… Thanks :smiley:
I can recall something similar from some of Dead Space 3’s scenes, they also have some kind of weird reflection. Though even it doesn’t seem correct, it boosts visual fidelity.

Thank you.

Didn’t realize i could edit original post earlier. It would be totally awesome if a real time engine does material reflection perfectly. Even though I’m aiming for NPR art style, reflections are just too good to be not implement into game world.