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Local Reflections looking blurry and grained

polycounter
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Justo polycounter
So I'm playing around with lights and can't seem to fix this problem. It's not the first time it has happened to me either, and I don't know why this is happening.

Local reflections off & front-face shadows on:
IFjbCu7.jpg

Local Reflections, ff shadows and High-Res Shadows are on:
OeMRWtA.jpg

I tried moving around the lights' width, distance, scene scale...Is this behaviour normal? Should screen-space-based reflections look like that?

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  • EarthQuake
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    In the viewport, this is what I would expect to see.

    Local reflections can be improved by rendering out a frame (capture menu) rather than capturing a screenshot from the viewport, this will super-sample the image and result in better quality. Quality can be further increased by rendering a large image and sizing down, for instance 3840x2160 and resize to 1920x1080.

    The primary limitation of screen space reflections it that the renderer can't reflect what it can't see, so reflecting the underside of a vehicle for instance is always going to be a situation where screen space reflections struggle.
  • Justo
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    Justo polycounter
    Interesting, thank you for replying as usual EQ. I'll check it out tomorrow and post results.
  • Justo
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    Justo polycounter
    Yeap, right as usual EQ. Thank you for helping.

    XVQckU7.png
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