It would be great to have a toggle on the Reflection capture actor that would switch it’s rendering behavior between current style and “Parallax-corrected cubemap” like in this example:
Toggle would be great for the flexibility. Parallax-corrected cubemap has some performance impact, but there are platforms, game styles or non-realtime applications where performance is not an issue.
Thank you for your feedback. I have created a request report and entered it into our database. If there is anything else that you would like to see in Rocket, please let us know.
The cubemaps that are in the engine are currently parallax corrected unless your platform is mobile. There is currently no way to use a non-parallax corrected cubemap unless you capture one to a static texture (just right click the render target in the content browser) and then you can sample use it as a cubemap in a material using cameravector as the UVs and it will behave like a non-parallax corrected cubemap.
For the Apple Zen demo we used a material function called DistanceLimitedReflections to manually do parallax correction. That function should be available soon.
Hi! I am highly interested in using Parallax cubemaps without the need to use the UE4 lighting system. The current parallax cubemap system in UE4 forces you to use a realtime diffuse lighting system with very low quality reflections. My workflow is unlit only with cubemaps for reflections. There is no way I am able to create blending between pre rendered cubemaps or tie in a distance reflection bounds to it for correct depth in VR. I am looking for way to orient and blend multiple cubemaps from a TextureSampleParameterCube. Problem with Sphere Reflection Capture and Box Reflection capture is that they require a lightmass UV channel and a lit shader.
This is a question from the beta version of the engine. We are marking this answered for tracking purposes. If you are experiencing an issue similar to this please post a new question.