Ok, so I am working on this concept trying to learn UE4 (I invented this sick new type of game environment, I call it Sci-Fi Hallway)
In the concept, the emissive light fixtures reflect prominently on the floor, and I am trying to reproduce this effect, but it's not working .
With respect to the reflection, Unreal seems to be ignoring the emissive - it is being treated with the same intensity levels as the diffuse components of the materials. Here is a shot (I lowered the roughness of the floor by a lot for this).
And for good measure, a shot in reflections only mode.
You can see that the light fixture are registering, but they are not particularly bright, and the emissive looks like it's being ignored altogether - they seem to be being treated like a white diffuse texture.
Moreover, each light fixture has a corresponding point light with a similar thickness/length to the light fixture, which I had hoped would create a nice reflection on the floor, but doesn't seem to be doing anything reflection-wise
So any ideas?
Replies
Currently it's just a bitmap, but I divided it even more to get it pretty reflective.
The problem isn't so much the floor as a whole isn't reflective enough, it's more that it doesn't seem to be emphasizing the lights in the reflection as much as I'd like. For argument's sake, here is a shot with the floor at 0 roughness. You can see the lights are being reflected, but they are not very bright.
Hehe, yep, I really hoped that would do the trick but it didn't
Lit mobility is set to stationary. The reflection appears bright enough when I move the lights very close to the floor, so in theory I could make another set of lights that only affects the floor and exclude them from the rest of the scene, but I don't wanna use a hack like that if there's another way around it.
Another thing I tried is increasing the attenuation radius to include the floor - didn't make a difference.
Wounder if there is a way to get the output of the reflection capture, than isolate the high values and multiply them?
I used yo do things like that in udk
However, the Reflections Example page on the unreal documentation site says the following:
So I guess in a clean/bright env like this, I'm pretty much stuck with shitty reflections haha.
Also with the reflection capture things, are you using the sphere or box ones?
And the reflection captures are spheres, there's three of them spaced roughly equally down the hallway.
Try using the box reflection capture, the hallway is more of a box anyway. You could try to play with your exposure/post effects to brighten up the scene, while keeping the base color darker, or maybe make your lights a bit less intense?