Tom Sirdevan, look developer and lighting artist, demonstrates how to get accurate reflections for the specular materials in your scene using the Sphere Scene Capture Actor. He also demonstrates how to debug your reflection environment using the Reflection view mode, and how using this mode helps visualize the influence of each capture actor.
- [Voiceover] Let's have a look at reflections…which in the world of real time rendering are…almost always dynamic because they are view-dependent.…If the camera moves, the reflection changes.…Therefore, reflections can't be baked…into the light mass texture.…Having the ability to capture reflections in your scene…is essential for making specular materials look good.…And by specular I mean shiny and reflective surfaces.…Earlier, I showed you how to capture reflections with…your skylight as seen in our sphere specular ball,…but if you look closely you'll notice it only…captured reflections precisely where the sky sphere is.…
And I just going to go over and show you that…one more time, it we look at…our sphere specular,…and I move the skylight a little bit,…let's put it on the other side of the diffuse ball.…And then I'll go down to Recapture.…You'll see that the reflection changes…to where the skylight is.…So we're going to need, depending on…what our scene's doing, more capture points.…
Now a good way to debug this and to see exactly…
Released
7/6/2016- Direct lighting
- Indirect lighting
- Creating a sky with Blueprint
- Deferred shading
- Dynamic sky and sun
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Video: Reflections