I'm working on an interior scene to play with some DX11 features. I'm running into a problem where surfaces that are parallel to the reflection source have a strange radial specular reflection pattern.
The reflection source is on the left.
Surfaces perpendicular to the source look fine.
Surfaces parallel to the source are FUBAR.
Any ideas?
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Just in case some else runs across the same issue, I'll post a fix when I figure out why this is happening. I was just hoping I was overlooking a check box or something simple.
At glancing angles, everything looks as expected.
However, when the camera, face normals, and reflection source are closer to being parallel, the reflections don't hold up. The boxes are BSPs and the sphere is a static mesh.
I guess I need to download Jordan's Bath House scene again and see if I can figure what I'm doing wrong.