Mobile Reflection Capture Actor Set to Specified Cubemap not working.
I am trying to get good reflections and lighting on movable actors on a mobile device. I want to use a Spherical Reflection Capture Actor set to Use Specified Cubemap to light my actors. Currently I can not get this to work unless I place some proxy geometry in the scene and bake lighting.
-Create a new map and select the Empty Level preset.
-Place a mesh actor in the level and set its Mobility to "Movable"
-Place a Spherical Reflection Capture actor next to the mesh.
-Set the Reflection Source Type to Specified Cubemap and plug in a custom cubemap.
Results: The actor does not receive any lighting from the Reflection Capture Actor.
If you now create some simple geometry around the dynamic actor and bake lighting the Mesh will now be lit by the Spherical Reflection Capture actor.
Here is the Cubemap I am using.
I have a feeling I am not using this feature as intended. Basically I am making a mobile game with limited or no static geometry in my scene. I would like to have a high detail cubemap that makes it appear that there is more geometry there then there really is.
Thanks in advance,
asked Aug 09 '16 at 06:23 PM in Rendering
Reflection Captures use the indirect lighting cache samples placed to get their brightness for the cubemap. This is why you're seeing them working in the one with geometry because there is baked bounce light.
In the example below I have enabled the visualization of the Volume Light Samples (indirect lighting cache) and as I move the sphere away from and bake close to the floor with the samples it is lit and unlit.
If you need this you will want to consider setting this up in your material and potentially changing dynamically with material parameter collections via blueprints if you need to change out the reflection as means to fake it.
I hope this helps.
answered Aug 11 '16 at 03:48 PM
Tim Hobson ♦♦ STAFF
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