Captured Reflection Quality
Hello guys, I tring to make a level with just full of emissive meshes. However to get some lights and nice reflection use Sphere Reflection Capture. And here comes the problem: 1.) Without reflection capture, if I go close to the object its won't reflect anything. (if I go far its reflection is just fine.) 2.) With reflection capture if I get close to the reflected mesh, the quality of the reflection become veeery bad. (from far its still fine) 3.) The quality difference between the close and far reflection quality is large, so there is a pretty bad blending between them.
asked Aug 03 '17 at 07:29 AM in Using UE4
Hi, PrekoPista! First of all I would like to say that using only emissive lighting is not good idea. The problem is that the emissive lighting behaves inconsistently with various lighting quality and resolutions, and causes problems with shadow casting. You need to add point or spot light actors for your general lighting and use emissive as additional. Also, I noticed that you use a low lightmap resolution, try to increase it.
As for the reflections, it's a bit more complicated here The fact is that UE4 uses Screen Space Reflections. Based on the name (screen space), only the part that the camera sees at the moment, that is, which is displayed on the screen, will fall into the reflection. This is not a problem of reflection quality. Anyway, you can try to change quality settings in your Post Process Volume (Rendering Features/Screen Space Reflections). There is a more advanced way to change the quality of reflections, you can read about it here: http://oliverm-h.blogspot.ru/2014/08/ue4-improving-ssr.html Also, you can change resolution of the reflections: go to >Project settings>Rendering>Textures, then change the "Reflection Capture Resolution". If you still need reflections that reflect everything that does not even fall into the camera's field of view, you can use Planar Reflection. You can get it in "Visual Effects" tab in your editor. But, you need to know, that planar reflections come with a higher rendering cost. More about Planar Reflections here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/PlanarReflections/
I hope this helps, good luck
answered Aug 04 '17 at 12:20 AM
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