incorrect behavior of reflection captures with translucent materials

I want to make glass wall in the middle of the room. When i set sphere or box reflection captures the translucent glass material shows incorrect behavior of reflections (scales from distance to camera, see pictures). When i go away from this glass wall the reflectios begin to scale in sizes (not correct behavior). Is it possible to fix that?

Hi Teammax,

I’ve moved this out of bug reports since this is not a bug with the engine.

Reflection captures create a cubemap thats size is determined by the radius of the capture. This cubemap is applied to that radius. The larger the radius the larger the cubemap will appear in the reflection.

The documentation in these two pages should cover how the reflection captures work and the limitations of them.

You can also try enabling Screen Space Reflections for your Material. You can select the main material node in your material and then set this checkbox to enable Screen Space Reflections. It may help in some situations, but keep in mind that as the name implies it can reflect only what is visible in the visible area.

Thank you!

Tim

Quote: Reflection captures create a cubemap thats size is determined by the radius of the capture. This cubemap is applied to that radius. The larger the radius the larger the cubemap will appear in the reflection.

Yes i know all this. But why this issue happens only to translucent material. If set to opaque reflections work fine. here i link some pictures with cubemap reflection capture asn opaque reflection material

Quote: Reflection captures create a cubemap thats size is determined by the radius of the capture. This cubemap is applied to that radius. The larger the radius the larger the cubemap will appear in the reflection.

Yes i know all this. But why this issue happens only to translucent material. If set to opaque reflections work fine. here i link some pictures with cubemap reflection capture asn opaque reflection material

two more pictures

There is also an experimental feature that allows you to use forward lighting in a material to get some better specular highlights in the reflection.

You will need to change the Translucency Lighting Mode to be Surface PerPixel in your Material. You will also need to enter the console command r.ForwardLighting 1 to enable this.

Here are some samples from my test level:

Surface PerPixel enabled:

Surface Translucency:

This is the area being reflected by the Box Reflection Capture I’m using:

Material values used for glass:

70727-material+settings.png

You’ll see the biggest gain in the glass reflection by using a higher value (0-1 range) for the Specular input.

Hopefully this can help you get your scene sorted out.