Mirror material ?

Hi,

I would really like some help with new SceneCapture actors because I can’t find a way to setup a good looking mirror based on render to textures.

I have tried the SceneCaptureCube but this actor only update rotation, not position based on player camera. This means when to move away it creates an offset in rendering. It also outputs a warning in log in loop, which makes debugging really annoying. It’s like a yellow spam, with message “Reallocating render target …”.

SceneCapture2D looks what I need for a perfect planar reflexion, but I didn’t find a way to setup it correctly in my material. I tried ScreenAlign node like we used to do in UE3, but I didn’t get expected result. I tried some camera vector transformations too, with no luck.

Hey Fabrice,

Set a Texture Sample as your EmissiveColor on your material and make sample your texture render target from SceneCapture2D. That should be it. Then you can just place your material on what you want to reflect keeping in mind you probably want to rotate and move your SceneCapture2D where material will be facing toward otherwise it would look like a Camera, which if you want it to be that you could. Keep in mind that these can weigh system down so you want to try and limit amount you have in one area.

Best Regards,

Ryan

problem is still here : render is flat, there is no perspective at all in Render To texture.

Some screenshots :

2013-10-11+14_40_06-exedre+-+rocket+editor.jpg

You can see on wall on right that room is flattened on wall (where Render To texture is applied).

I also noticed that putting a coordinate node node with negative values in UTilling/VTilling properties has no effect. I can’t invert texture and make it like a mirror.

To mirror material you should just have to make U value for texture cords -1.0. Not sure what you mean by flattened wall? Are you looking for a more 3D effect for mirror? If so you would just need to make a metallic material and play a cube or sphere capture in front of it and adjust it to what you want.

Best Regards,

Ryan

Like I said : negative values are ignored. What you suggest doesn’t work for me. It looks like coordinate node is applying an absolute (math function) on coordinates that I’m sending to texture sample 2D in my material. I tried it in a fresh en clean material and same behavior still occurs. Maybe a bug ? My current workaround to this was to scale negatively SceneCapture2D on one of its axis.
(To clarify : -1.0 gives 1.0, -2.0 gives 2.0, so tilling is working, but not reversed value.)

I also tried a Metallic material with a cube and sphere reflexion actor, but their quality is too low (and I didn’t see any setting to change that). They also don’t capture player. I never get a "true mirror. I took a look inside UDK and in end what is missing is a “SceneCaptureReflectActor” (so yeah, a “3D effect” in mirror, like you are saying). Something that can create a perfect mirror of scene.

I’m perfectly aware of cost needed by this type of render to texture (especially since a reflection like this means computing geometry of scene twice because of new camera). I’m would like to use this effect for a cinematic, not for an in-game purpose.

You are using texture coordinates on UVs on emissive? If that is what you are doing and you are getting those results that would be an odd bug.

This is set up I have working:

So no solution for a true 3D reflection other that basic reflexion capture ? :frowning:

Regarding my “bug”, I found why : tilling method of my RTT was in “mirror” mode, putting it back to “warp” fix problem obviously. (I should have added an offset of one UV space instead of flipping it to do things properly.)

Should I make a feature request then for a 3D Scene Texture Render ?

You can get dynamic reflections by enabling SSR but i don’t know how good it would be as a mirror.

I tried : really bad. Simply because it’s impossible to display things that are not existing on current screen.(It’s a post-process)

For a mirror you must reflect original camera position with mirror surface so that reflections are correct.

Hey Legend,

Thanks for your answer! We love to see community come in and answer other users’ questions. But this is an old Archive post put here for reference. If you see a current post with a similar question, please feel free to answer there!