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Manually set reflection cubemap

Hey, I have a totally dynamic scene and I want the objects in my level to have some reflection. The reflections don't need to be accurate, I have a bunch of custom cubemaps that I want to use to define my environment. I tried using a skylight, but that assigned the cubemap to every object in the scene instead of just objects near the skylight. My goal is to achieve the same effect as multiple spherical reflection capture placed around my scene, but instead of capturing the scene geometry I want to assign my own cubemaps.

I hope you can help me. Cheers

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asked Jan 31 '15 at 07:40 PM in Rendering

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Hey Timothy -

You would need to assign your Cubemaps directly in the Materials of the items themselves. You can setup a blueprint controlled volume system to change the cubemap that is used when an object is placed inside of certain volumes that you set up in your level. Here is what a basic material setup would look like:

Material Example

Thank You

Eric Ketchum

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answered Feb 02 '15 at 07:29 PM

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Lovecraft_K ♦♦ STAFF
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avatar image Motanum Apr 03 '18 at 04:18 PM

I want to expand on your answer, as it took quite some work to get it working with my materials. I needed to set custom cubemaps, for materials that have various metal values, and to blend with the background. Here is my final script for the reflections. alt text

And finally, before going to the emissive channel, it adds to the emissive color I already have. alt text

This is what my crate with standard ue4 reflections look like. Editor. alt text

In Game alt text

And this is what the manual cubemap looks like on the same model. Editor. alt text

In Game (Sorry for the tiny screen).

alt text

It's not perfect, but it's way miles better than having a black reflection before due to the procedural generation. It blends quite nicely and looks natural. Before:

alt text

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