It is possible to create a Mirror Maze using Scene Capture 2d?
Hi everyone, Today I'm going to ask you a very challenging question:
It is possible to create a Mirror Maze inside UE4?
The scheme of what I would like to obtain inside the editor is this:
I've tried to create a Mirror Material using a Scene Capture 2D but it's not even thinkable to use a Scene Capture for each mirror because It would destroy badly the performances.
Two ways I was thinking to realize this are:
1)Using blueprints to activate or deactivate the scene capture in order to use the least possible number of render cameras.
2) Using a single scene capture inside the character blueprint, that renders the emissive texture to use as material in the mirrors.
The 1) Idea would be good but even 2, or 3 render target active in the same area is a big deal. The 2) Idea would be good but what I obtain using this technique is not more a Mirror effect.
So the questions are:
There's another way to obtain a Mirror reflection without using a Scene Capture? There's a tricky way to use multiple scene capture in the same area without making explode your hardware?
asked May 24 '14 at 11:36 AM in Rendering
Thanks a lot for your reply, It gave me a very huge base to try to build what I need.
Here's a vid about how is going on the prototype of this Mirror Blueprint:
I did some changes:
First of all I added a box shape in the mirror blueprint, that can casts overlap events, cause if I put on a scene 100 windows frames, I do not want to calculate every tick the distance between the player pawn and the mirror blueprint:
So , inside the Mirror Maze blueprint there's a scene capture 2d placed at the most center of the window frame, then I added a looking at behaviour between the scene capture and the pawn, to obtain a more realistic mirror reflection
Then I didn't wanted to turn off and on the mirror maze like a switch so I added a sort of blend in effect that becomes stronger as the distance between the mirror and the pawn decreases.
answered May 27 '14 at 05:30 PM
Hey Maximvm -
As you say this is a complicated issue, but you could start by using a Blueprint to blend between a material using your render camera and one in which you are using a reflection vector on a highly metallic, no roughness material. You can then interpolate between them based on the player's distance. This way your mirrors would never lose reflectivity but you would be taking the less costly route for objects farther away and the more detail, accurate route close up (So, your are developing an LOD system for your reflections).
There are still some more issues, but this should get you started.
Thank You -
answered May 25 '14 at 06:22 PM
Lovecraft_K ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here