I then built a very simple scene and added two reflection sphere
But for some reason, after building the light, on production quality I get a strange result,
The reflection is at around 40 degree angle for some reason. (image attached)
Hey Eric, thank you for the quick replay,
OK, so I used the same texture connecting only the red output to the roughness, it did not change anything.
The green or blue did not help either.
Do I need to change something in Photoshop in order to fix that?
It looks like you are using a Black and White Texture Sample for your Roughness Map, but try to plug in either the Red or Green channel only and see if that doesn’t clear up your reflection angle issue.
Hmm… I am not having any luck reproducing this with the assets I have. Would you be willing to share your texture with us? I am specifically looking at the texture sample you have plugged into Roughness. In addition just to make sure that I have everything correctly setup, do you have any changes made to the Post Process (through a volume) or Global Illumination settings (through World Settings)? From your image it does not appear to be the case, but I want to cover my bases.
I did not change anything in the settings that I can think of,
all the lights and actors are at their default state.
I might have change some stuff since then, but this problem accrued before.
The Texture is too big for the post so I downsized at, hopefully it dose not matter. I am linking also the file I used (2048x2048 texture) in case you need it.
Thank You either would have worked. I am not seeing any problem yet with my material, so I don’t think that the texture is a problem nor the Material setup. Have you checked to make sure that the blue reflection from the window you are seeing is from that particular window and not from a skylight where the angle of incident and angle of reflection would match. Here is my test and you can see that the splash of light by my window is actually from a skylight which you see reflected in the foreground at an angle and the window’s reflection is straight down.
I am certain that the problem revolves around how the surface is accepting light. This could be a normal map issue, but it doesn’t look like there is anything wrong with your normal. You may want to rotate your directional light and see if the reflections adjust as expected (angle of reflection = angle of incident). Also, try updating your sphere reflection capture or increasing the radius of the sphere capture actor which might also help.
You found the problem! It is indeed the normal texture.
I unplugged it and the reflections are spot on!
The way I made the normal texture was making a simple B&W bump map
in Photoshop from my diffuse texture, then I ran the nVidia normal filter,
So I am guessing my filter settings were wrong.
I am searching Google for correct settings, but I can’t find any info,
Is this filter supported?
I use Photoshop CS6 with nVidia normal map filter version 8.55.0109.1800
Many thanks!
Bez
-EDIT-
I have tried many settings now in the nVidia filter, it seems to change the reflection, but I can’t fix it in any way.
Reflections are great with out normals, but with normals
reflections are either slanted in an odd angle or just not visible at all,
depending on my filter settings of course.
I don’t remember what the original settings I used were, so,
I attached an image with some settings to show you what I have tried,
(I tried more settings, none seemed to help).
I added metallic 1 to the material just so you can see the reflection better,
but the reflection behave the same with out metallic properties as well.
Hmmm… How are you saving your texture in Photoshop, what is the file format? Also can you post a screenshot of your Normal Maps Texture Editor settings.
Save for web > JPG (I have a feeling you are going to comment on that, old habit sorry, didn’t think it might be a problem, I am a web designer originally)
Try saving your normal as a PNG or a TGA with a simple Save As command. The engine already compresses once so you are compressing twice and it could be those artifacts which are causing your reflection distortions.