[Problem] SphereReflectionCapture

Hey folks, here’s my problem.

Every time I add a SphereReflectionCapture actor into a new level, it doesn’t work correctly, but if I load an example level and change it there, it works. The first picture shows the standard map, the second picture shows my custom version of it.

The things I’ve done:

I made a new level, pasted the objects, created a DirectionalLightStationary, built the lighting ones, added the SphereReflectionCapture and gave it a very high capture distance scale, yet it won’t capture the whole surrounding. Anyone experienced the same issue or knows what it could be?

Only one sphere with very large radius isn’t enough i suppose. You need smaller ones to get better, more detailed reflections. You can check Reflections demo’s UDN page to see how it works.

As you can see in the first picture, one sphere is enough.

Could you supply the levels so we might reproduce this better.

Best Regards,

Ryan

Here’s the project, thanks for the effort guys!

link text

, Have you looked at putting an ambient cubemap into your post process volume? I noticed that there’s no post process volume int he second shot, so that might be it. I use it to avoid massive captures. BTW, I looked at the demo reflection sphere that’s in the default level and the reflection distance is set to 4,000,000! So I suppose that it’s an acceptable method for capturing the sky…

I also have the same problem with capturing things that are not that far away, so it’s a general problem for me.

Could someone download my testproject and see if it looks for him the same as in my second picture?

Ok I found the issue, you should give your scene some environment color or more bounce lighting. The reflections are multiplied by the indirect lighting in the scene to prevent reflections leaking in dark areas. Right now there’s a bug where when you make a new map with the template map it sets the environment color to black. Just make this match the appearance of your background and you should be set.

Thanks! But I got another issue. Here’s a fairly confined well lit room, yet the reflection on the chrome ball looks strangely dark in the center, as if the opposite wall hasn’t been captured. Environment color is set to white, the capture distance scale is set all encompassing I also tried to use more capture spheres.

Is the chrome a metalness of 1? make sure there is some bounce lighting in the level (lights need to be stationary or static) and lighting in built.

Also there’s a viewmode called Reflection Override you can use to debug reflections.

Yep, I missed the stationary/static light, thanks a lot Jordan!

the capture radius needs to be very large. As the sphere reflection captures work right now there’s an influence radius (what the reflection will cast onto) and a capture distance scale(this is a scale on the influence radius that tells how much of the scene to put in the reflection)

It’s large enough, even larger than in the first example, with the same sized sphere surrounding it.

I had a similar case today, not sure if related.

I have several sphere capture actors and while they captured nearby geometry, they would not show the sky. Only when I massively increased the capture distance scale it would capture the sky. Not sure if suppose to be or not, but didn’t make sense to me as I thought the capture distance scale multiplies the radius?

My current sphere capture actors have a radius of 1000, and a capture scale of 32 000.

32 000 x 1000 = 32 million?

To “capture” the sky, there’s the ambient cubemap in the post process volume’s properties, the shaders will blend that with the sphere captures as needed. Not quite as dynamic or easy to set up as directly capturing the scene sky, but I think it was put there to help avoid massive capture distances.

4.19:
When I change the Source Cubemap Angle, nothing visually changes. Likewise if I change the Cubemapped image itself (ie - load in a new one), nothing changes, still stays the same and shows the old one…
BUT - then if I close out level and re-open, then it is changed (angle, chosen loaded image). Like it requires shutting down UE4 and re-opening to see the results.
The only thing I can change realtime is Brightness.
Best Fps Mouse l Free Movie Sites l Frp Bypass Apk l Iptv Kodi Addons

FRP bypass apk can deactivate the FRP lock completely from android devices. frp lock

, Have you looked at putting an ambient cubemap into your post process volume? I noticed that there’s no post process volume int he second shot, so that might be it. I use it to avoid massive captures. BTW, I looked at the demo reflection sphere that’s in the default level and the reflection distance is set to 4,000,000! So I suppose that it’s an acceptable method for capturing the sky…