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[Closed] [Request]:Parallax-corrected cubemap for reflection capture actor

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:

http://www.youtube.com/watch?v=Bvar6X0dUGs

http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/

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.

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asked Mar 11 '14 at 04:44 AM in Rendering

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ue4-archive ♦♦ STAFF
49.8k 3657 1981 9108

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The question has been closed Oct 03 '14 at 05:04 PM by Doug E for the following reason:

Beta question


2 answers: sort voted first

Hello,

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.

Thank you.

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answered Oct 03 '14 at 05:03 PM

avatar image RyanB STAFF Jun 24 '14 at 01:59 AM

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.

avatar image Metzger Sep 29 '14 at 11:27 PM

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.

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Hi Tomas,

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.

Thank you,

Alexander

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answered Mar 11 '14 at 04:44 AM

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ue4-archive ♦♦ STAFF
49.8k 3657 1981 9108

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:44 AM

Thanks. I have also updated the first post with correct link (originally there was link to local file in my dropbox :) ).

avatar image TheAgent Apr 28 '14 at 02:00 PM

Is there an Eta on this?

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