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How and where to position reflection captures?

I've been recently struggling getting proper reflections in certain places of the map I am working on. The two examples are tunnels and the metal bridge. Bridge is using a metal material with roughness map, sewers are non-metal with spec/roughness maps. You can see my issues in the attached screenshots (ignore poles, they are just there to visualize 3D position of the captures).

I don't really care for reflection details but want to get lighting/specularity right, which seems to partly depend on reflection captures if you have spec/roughness on materials. So with that in mind, my question is, how many reflection captures should I use in a certain space, and how to position them? Should they surround the light source? Be under light source? Between light source and the surfaces? Be far away?

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Product Version: UE 4.11
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capture.jpg (2.8 MB)
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asked Feb 16 '17 at 09:39 PM in Using UE4

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Araklaj
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  • about eye height of player.

  • a few with big radius covering whole rooms (one for an entire room) (can be higher up if needed)

  • a few spread out trough room with smaller radius.

  • Around small details the player might walk around a lot.

Its an average guideline ofcourse. thats how I do it at least, and seems to work rather well.

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answered Feb 17 '17 at 12:13 AM

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Luos
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