Why is my Reflection on the plane at an odd angle?

Hey, I just bought UE4 yesterday, so I am very new to this :slight_smile:
I didn’t find any thing about that issue, sorry if I missed something

I made a simple floor material, with a texture map in the roughens slot (image attached)

I then built a very simple scene and added two reflection sphere

But for some reason, after building the light, on production quality I get a strange result,
The reflection is at around 40 degree angle for some reason. (image attached)

So, what am I doing wrong?

Any help is greatly appreciated
Thanks,
Assaf.

Hey Eric, thank you for the quick replay,
OK, so I used the same texture connecting only the red output to the roughness, it did not change anything.
The green or blue did not help either.

Do I need to change something in Photoshop in order to fix that?

Hi Bez -

It looks like you are using a Black and White Texture Sample for your Roughness Map, but try to plug in either the Red or Green channel only and see if that doesn’t clear up your reflection angle issue.

Thank You

Eric Ketchum

Hi Bez -

Hmm… I am not having any luck reproducing this with the assets I have. Would you be willing to share your texture with us? I am specifically looking at the texture sample you have plugged into Roughness. In addition just to make sure that I have everything correctly setup, do you have any changes made to the Post Process (through a volume) or Global Illumination settings (through World Settings)? From your image it does not appear to be the case, but I want to cover my bases.

Thank You

Eric Ketchum

Hey Eric,

I did not change anything in the settings that I can think of,
all the lights and actors are at their default state.
I might have change some stuff since then, but this problem accrued before.

The Texture is too big for the post so I downsized at, hopefully it dose not matter. I am linking also the file I used (2048x2048 texture) in case you need it.

Original size texture:
[http://tinyurl.com/mjwrl3m][1]

Thank you for your help,
Bez.

Hey Bez -

Thank You either would have worked. I am not seeing any problem yet with my material, so I don’t think that the texture is a problem nor the Material setup. Have you checked to make sure that the blue reflection from the window you are seeing is from that particular window and not from a skylight where the angle of incident and angle of reflection would match. Here is my test and you can see that the splash of light by my window is actually from a skylight which you see reflected in the foreground at an angle and the window’s reflection is straight down.

I am certain that the problem revolves around how the surface is accepting light. This could be a normal map issue, but it doesn’t look like there is anything wrong with your normal. You may want to rotate your directional light and see if the reflections adjust as expected (angle of reflection = angle of incident). Also, try updating your sphere reflection capture or increasing the radius of the sphere capture actor which might also help.

Let me know -

Eric Ketchum

You found the problem! It is indeed the normal texture.
I unplugged it and the reflections are spot on!

The way I made the normal texture was making a simple B&W bump map
in Photoshop from my diffuse texture, then I ran the nVidia normal filter,
So I am guessing my filter settings were wrong.

I am searching Google for correct settings, but I can’t find any info,
Is this filter supported?

I use Photoshop CS6 with nVidia normal map filter version 8.55.0109.1800

Many thanks!
Bez

-EDIT-
I have tried many settings now in the nVidia filter, it seems to change the reflection, but I can’t fix it in any way.
Reflections are great with out normals, but with normals
reflections are either slanted in an odd angle or just not visible at all,
depending on my filter settings of course.

Hey Bez -

Can you post the settings you used in the Normal Filter, the filter should work fine.

Let me know -

Eric Ketchum

Hey Eric,

I don’t remember what the original settings I used were, so,
I attached an image with some settings to show you what I have tried,
(I tried more settings, none seemed to help).

I added metallic 1 to the material just so you can see the reflection better,
but the reflection behave the same with out metallic properties as well.

Thanks,
Bez.

Hi Bez -

Try these settings:

Eric Ketchum

Hey Eric,

I really appreciate all your help, unfortunately it dose not work :frowning:

I tried to make the normal from the roughens map (like you did)
and from my bump map, neither work with the settings you shared.

What else can I share with you in order to help you?

System specs:

  • CPU: Intel Q9450 @2.66Gh,
  • RAM: G.skill DDR2 4096MB 800MHZ PI (I know you recommend 8GB, in due time)
  • GPU: Gigabyte GTX 660Ti 2GB GDDR5 (driver version 337.88)
  • System: Windows 7 Ultimate 64 bit
  • PSU: SeaSonic M12II 500W

With that sais, all the built in materials shipping with UE4 are working great
with normal and roughness, so I don’t think it’s a system fault.

Hmmm… How are you saving your texture in Photoshop, what is the file format? Also can you post a screenshot of your Normal Maps Texture Editor settings.

Eric Ketchum

Save for web > JPG (I have a feeling you are going to comment on that, old habit sorry, didn’t think it might be a problem, I am a web designer originally)

Yep -

Try saving your normal as a PNG or a TGA with a simple Save As command. The engine already compresses once so you are compressing twice and it could be those artifacts which are causing your reflection distortions.

Eric Ketchum

Yup, that does the trick :slight_smile: all is well.
Thank you very much for all your support, much appreciated!

Bez.