How do I setup an angular mirror?

Hi, I’m currently working on an archviz project in UE4 and need to include 2 mirrors in a corner between 2 walls.
How can I improve the result? reflections look weird and fuzzy, is there a better way to handle the 2 mirrors reflecting each other? How can I control the detail and the resolution of the reflections? Is there a way to fake a clean reflection?

Hi Devel.Bmad,

We have our Content Examples > open map > Reflections.umap that has examples of different types of reflections that UE4 is capable of handling.

If you’re wanting an absolutely clean reflection you can use the Scene Capture 2D which uses a camera to render that to a texture that can be applied to your mirror.

If you need help setting it up let me know and I’ll give you some pointers.

Thank you!

Tim

Thank you for your response Tim, but if I understand well, a Scene Capture 2D would act more as monitor than as a real mirror (e.g. changing the observation point of view wouldn’t change the image in the mirror… I guess I could achieve a similar result with a texture). Am I correct? Or would it be possible to move the two Scene Capture 2D in order to mirror the position of the observer?

In any case, I don’t need a completely clean reflection, but I would be interested in improving if possible the resolution of the reflected image and to handle the 2 mirrors reflecting one another in a more realistic way

Hi devel.bmad,

Here is the documentation on Reflections. This may help you find a better solution that fits your needs.

The 2D Scene Capture is more like a monitor as you’ve suggested. It’s a way to get a clean image back but it adjust the view based on the players position.

Using a very reflective material and having some scene capture spheres will give you this result but it won’t be a great resolution.

If you have specific questions regarding it please feel free to ask and I’ll help you where I can. :slight_smile:

Thank you!

Tim

The 2D Scene Capture is more like a monitor as you’ve suggested. It’s a way to get a clean image back but it adjust the view based on the players position.

Sorry, did you mean “it DOES NOT adjust”?
In this case, would it be possible to adjust it via a blueprint?

Checked the documentation, didn’t find a way to really get a clean reflection.
By the way, the “mess” you see at the intersection of the two mirror (which if rendered in a cleaner way would also be the coolest part, where the mirrors mirror each other) is just due to screen space reflections. Tried to improve them tweaking the parameters and the screen space reflection quality but without good results…

Yeah, sorry for that. I did mean for it to be “Does not adjust the view based on players position.”

I was able to play around for a bit and get the scene capture and the plane I attached the camera render target texture to move and follow my player in Blueprints. I could not achieve the look you wanted. This may still be possible but it may take some time to get right and test different ways of doing it with BPs.

You can start by looking at Tesla Devs tutorial to get started.

Tim

Ok, thank you Tim, I will look into that!