New static light reflection baking is difficult to work with
The 4.8 Changenotes lists :New: Rendering light shape into reflection captures for static lights
Can this be improved? This is impossible to work with if you can't easily decide which lights get it and which do not. I have hundreds of weak ambient lights and all of them now cast reflections by default, giving me major problems with The Solus Project.
Expected behavior for me would be that if Min Roughness == 1.0 it would not bake into the reflection. It currently ignores the roughness setting it seems.
The only solution I have found is to set the source radius to a massive value, which effectively fixes it but it feels like a hack. Optionally an ini flag to kill it altogether would be great. I looked for one but couldn't locate one.
Here are two static lights with min roughness 1.0 that are reflecting, even though I am trying to make ambient lights with no source.
And here is a completely new empty project with a cube and 1 static weak light. Note the extreme intensity, and strange shape for the reflection.
asked Jul 30 '15 at 11:23 PM in Bug Reports
The change with how reflections work with Min Roughness is not currently supported. I've submitted ticket UE-19818 for this to be looked into further.
The star pattern that is generated when not using increasing the light source shape is something that we definitely want to address as well.
For instance, here was my test scene. The only way to get rid of the star pattern and remove the light shape from the capture was to increase the source radius for the light shape, but that's not an ideal solution.
I'll update you when I have any updates on the ticket.
answered Aug 10 '15 at 01:55 PM
Tim Hobson ♦♦ STAFF
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