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Mobile material error (show only black)


I'm trying to apply PBR for simple objects. In OS X and Windows, works without problem, but in mobile (iOS or Android), the object stays black, without any metallic "feel" or reflection.

I was able to make the metallic look 'n feel using scalar parameters in material, but I wish to use PBR, with images as Metallic and Roughness.

I have made a simple project to demonstrate the error, that is shown in UE4 mobile preview as well.

The screenshots from desktop and mobile attached are from the project. The sample project is also attached as MyProject3.zip (UE4 4.17.1) The images for textures is also in the zip file metal-textures.zip

Can someone help with this? I already read and changed a lot of parameters (even Target Hardware Settings) and I can't make the mobile preview (in UE4) or even iPhone 6S device show the material reflection/metallic properly.

Thanks in advance!

Product Version: UE 4.17
desktop.png (825.5 kB)
mobile.png (539.1 kB)
metal-textures.zip (368.6 kB)
myproject3.zip (2.3 MB)
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asked Sep 13 '17 at 03:29 PM in Rendering

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1 answer: sort voted first

Which difference between desktop and mobile screenshots? Reflection cubemap.

It looks like in your case, on desktop reflections provided by post process screenspace reflections feature. But on mobile post process effects works only on hi-end mobile devices.

So, try to use simple reflection capture actors in your scene - reflection spheres and cubes.

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answered Sep 13 '17 at 04:31 PM

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avatar image rgipd Sep 13 '17 at 08:26 PM

There are any documentation or simple advice on how do this? (simple reflection capture actors)

By the way, you told that "mobile post process effects works only on hi-end mobile devices". What's a high end mobile device for UE4? Because even the built-in mobile preview, neither iPhone 6S (iOS 10) worked.


avatar image redbox Sep 14 '17 at 06:39 AM

iphone6 is kinda hi-end device.

I'm working with android, and some post process effects works on ES2, but it may be very slow...

avatar image rgipd Sep 13 '17 at 09:50 PM

I got the example working. That's why I accepted your answer :) Thank you. I had to put a new HDRI I had and the Sphere Reflection Capture actor as well with it. As seen here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/ReflectionEnvironment/index.html

If you have more sources I will be glad too!

Thanks again!

avatar image redbox Sep 14 '17 at 06:39 AM

This document is enough to understand reflection environment feature.

avatar image rgipd Sep 14 '17 at 01:41 AM

Sorry, but right now I tested on Mobile Preview from UE4 engine (built-in) and worked. But in the real device, the texture/material doesn't shows up. Only the light and dark grey squares.

Do you know anything about it?

avatar image redbox Sep 14 '17 at 06:47 AM

First of all make sure that you have build lightning, because this type of reflections works only with lightmaps. In case this object is dynamic - well, you need to use fake material reflections...

Which settings do you use for mobile renderer? I'm using Target Hardware - Mobile/Tablet, Maximum Quality, but with disabled Mobile HDR.

avatar image rgipd Sep 14 '17 at 10:06 AM


Target H/W was always Mobile/Tablet.

I already tested with: - Scalable without Mobile HDR - Scalable with Mobile HDR - High Quality with Mobile HDR (right now)

In attach the screenshot of what is happening on device.

By the way, for testing, I switched to new project in UE 4.16.3 for testing. With this version of engine, in iPhone 5S with works (iOS 10.3.3), but not in iPad 3 (iOS 9.3.5).

The iPad (or iOS 9.3.5) can be the problem?

Thank you.

avatar image redbox Sep 14 '17 at 11:12 AM

This default material means that shader not working on this hardware, so maybe material too complex? What else you use in it?

Here is my example of wet material with reflections that works fine on android:

alt text

Btw, how did you setup device profiles ini? Did you copied original file from engine folder?

avatar image rgipd Sep 14 '17 at 01:22 PM

The problem is that my Material is using more textures. Instead of roughness being a scalar value (like yous) it's a texture. The same for Metallic, Normal, Base Color and Occlusion.

I figured out that OpenGL ES 2.0 has limit in samples, so I removed the Normal (for test) and now works in iOS 9.0 (iPad 3) and also Android

I haven't changed the Device Profiles ini file. What did you put in yours (for curiosity?).

Thank you!

avatar image redbox Sep 14 '17 at 01:34 PM

Nothing. I simply get base one from engine folder, renamed to default and use as is.

avatar image rgipd Sep 14 '17 at 10:21 AM

By the way,

iPad 3 has only OpenGL ES 2.0, not 3.0. But I made a quick sample in Unity (the same cube with materials) and worked, so I think OpenGL ES 2.0 supports the "PBR", even fake.

edit: Also, with preview set to ES2 in UE4, it works as well (screenshot attached)

So, what can be done for works in UE4 (in device)?


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