How do I improve box and sphere capture reflection quality?

A very simple question actually, is there a way to improve reflection quality ? ( by improving resolution, or blurring them )

I’m not talking about screen space real time reflections, but about boxes and spheres reflection captures.

Hi Deusex,

Unfortunately, there is no direct setting you can change in the details panel to affect the quality in that way. In the links provided you can find ways to improve the reflections in your scene though.

We have provided several scene examples to indicate how to achieve a multitude of reflection options that may cover waht you need.

The “Content Examples” map on reflections is very helpful for showing the differences between a bunch of settings.

The “Reflections” example in the market place can show you how it’s been set up in a example game scene to give you the best idea.

The two links I’m providing will give you a clear overview of how to achieve some more effective reflections as well.

Reflection Environment (Link Here) This will give you an overview on how to properly setup a scene for using reflections with the capture object.

Reflections Example documentation (Link Here) This has some solid information on how to use capture actors for your best benefit.

I hope this helps you out!

Thanks!

Tim

“Due to DX11 hardware limitations, the cubemaps used to capture the scene are all 128 on each side”

Does that mean its 128x128 texture resolution for each plane of a cubemap (6 in total) ? there is really no way to improve it ?

By the way, you seem to be saying that spheres reflection captures are more often the way to go, but I have the feel that if a box reflection capture is used correctly, it can give better results and fake matching up that spheres rc (for having tested it myself)

Yeah the quality of the textures is too bad, why no add more options or something ?

128 sounds a little low as a “DX11” limit? A decade ago there was no problem using using 1024 cubemaps on Dx9 hardware… even with ‘staggered’ realtime updates (1 face per frame… etc)… do you have more details on the limitation? Even providing a custom cubemap ends up very low resolution

This has been implemented in UE4 since 4.12

Go to >Project settings>Rendering>Textures - and change the “Reflection Capture Resolution” to what ever you want!