How to add Sphere Reflection Capture to blueprint and why it's not possible?

Hello

I’m creating very simple procedural rooms creator or small buildings creator. To work it need own Sphere Reflection Capture inside with custom settings etc. In some cases it will be Box Reflect… but this is same problem.

In this procedural building blueprint I see, I can’t add any of this Sphere Reflection Capture or Box. I can’t place it in world manually, because it will be in procedural selected place or will be not created etc…

Any solution?

Thank you.

What’s Up Vaheva,

You’re facing an interesting problem. I have come across some cool ways to fake reflections or what some call, Baked Reflections. Its actually very similar to what you’re doing already, you just have to do the work yourself.

So what you have to do is create a Scene Capture Cubemap, and Capture your Scene, which then puts your scene in a Texture, which you can then have applied dynamically to your materials. You may have to create Scene Capture Cubemap Render Target pool, and assign out the Render Targets and unassign them as you destroy your Scenes.

But effectively, you should be able to do all this. [Here is a link][1] to a post where some other people are talking about faking reflections with Cubemaps.

After you setup your objects with input for your Cubemap, all you have to do is the script below. Pass your Render Target to your Objects Material Param or Already have it setup. I am just giving you ideas.

Also, if you use this technique. I presume your geometry isn’t double sided, so you captured cube should only capture other geo facing it. If something is double sided, it will be scene floating within the reflection. Hopefully this is useful.

Peace,

[Peter L. Newton][3]

Looks interesting, I will study it later, now I have to leave. Thank you!

Hello again @PeterLNewton :slight_smile:

Your approach is interesting, but this is what I was afraid - creating custom and not easy to do function for custom cubemaps. As I see, simple SphereReflectionCapture doing exactly what I need, means this is entity like a env_cubemap in Source engine for example. Far from perfection, but good enough.

I can’t add it simple to blueprint by editor, but I forgot about spawning things on create or begin play event and this is simplest way and answer to my question own.

Maybe is better way for change Influence Radius, but simple scaling works too as I see.

Works perfect, as expected. I’m not against creating new solutions, just I have a lot of other work with my game and I think, I’m not ready for creating something better and faster than SphereReflectionCapture :slight_smile:

Thank you for little brainstorming!

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