inedible.Red sounds great. Its kind of crazy the limited ways to do realtime lighting in Unreal ( some of the approaches are just not supported anymore) but this is a great suggestion. Thanks!
Thank you guys for this tutorial!!! I noticed that the reflective spheres were showing up in your chrome sphere as opaque objects when you used the sphere reflection capture. I face the exact same problem that reflective objects are showing up as opaque objects in reflections. Is there a way to fix this? Any help would be greatly appreciated!!!!
Hey PU! Question. I have a large scene, night time, large city block, with Alleyways, dare I say Cyberpunk themed. While I have been working I have had one large reflection Sphere when I do a preview bake lighting. I do like the results I get in the reflects, but wonder what you think is better, one large sphere or placing multiply spheres down the street and alleyways. I know I should do what I think looks best but I wanted to get your thoughts. Keep in mind its very wet a there is a lot for roughness values through out, when I have tried small spheres I have to place a lot, this is a personal scene and I am not worried so much about game performance. I guess I am looking for in a professional game studio what route would you go if you weren't concern so much about the performance but what was going to look best.
Multiple spheres definately. You'd need one large sphere to capture the entire city and then multiple sphere to capture buildings facing other buildings
Great video! Could you possibly make a similar video on Render Targets and Scene Capture Components in the future? I have a project that uses Portals (like in VALVE's "Portal" game) and these portals are made using Render targets and Scene capture components. Since these are portals, the image they produce needs to be crisp and clean in order to sell a believable visual effect. However, these portals are therefore also heavy on performance. Could you teach us some tricks we can use in order to optimize render target performance while still keeping similar visual quality?
thank you, can we create a material with a reflection override? You wrap your object into any other environment, that is used as a fake reflection world. Built inside the shader. Anyinfo on this? Would be cool, thx and keep rocking, cheers 😀
Reflection captures almost don't affect performance. It's make projection only one time and no matter how many reflection spheres there is. Their images just merged together and become one image.
hey! In my scene, wall reflections don't reflect player character. Only If i am very close to the wall, then i can see my feet on wall...Character is true firstperson setup...
I'm a bit late but most likely not but if you want to allow people to switch between RTX on and off then it's best to keep a reflection capture around for that purpose
Nice video. Lighting in UE4 is under exploited on TH-cam even if it's a key part of a project. Your video are more than useful! Thank you
Thanks thibault briand! I completely agree, love to share these small tips. Let me know if there is something you wanted to see covered :)
It would also be nice to have an in-depth view of a completely realtime lighting setup, you explain things very well, keep it up!
inedible.Red sounds great. Its kind of crazy the limited ways to do realtime lighting in Unreal ( some of the approaches are just not supported anymore) but this is a great suggestion. Thanks!
Also your UE4 marketplace content is super great! I'll have to shout it out here in the future!
@@Drawcall I would be keen to see this too, always great to see how others deal with things :)
Thanks for the nice vid, very clear!
@@Protonwar Sounds Great man thanks for the kinds words. This is something I can definitely cover :)
@@Drawcall RTX :P
Woow good explanation thank you ❤
Thank you guys for this tutorial!!!
I noticed that the reflective spheres were showing up in your chrome sphere as opaque objects when you used the sphere reflection capture.
I face the exact same problem that reflective objects are showing up as opaque objects in reflections.
Is there a way to fix this?
Any help would be greatly appreciated!!!!
Hey PU! Question. I have a large scene, night time, large city block, with Alleyways, dare I say Cyberpunk themed. While I have been working I have had one large reflection Sphere when I do a preview bake lighting. I do like the results I get in the reflects, but wonder what you think is better, one large sphere or placing multiply spheres down the street and alleyways. I know I should do what I think looks best but I wanted to get your thoughts. Keep in mind its very wet a there is a lot for roughness values through out, when I have tried small spheres I have to place a lot, this is a personal scene and I am not worried so much about game performance. I guess I am looking for in a professional game studio what route would you go if you weren't concern so much about the performance but what was going to look best.
Multiple spheres definately. You'd need one large sphere to capture the entire city and then multiple sphere to capture buildings facing other buildings
Great video!
Could you possibly make a similar video on Render Targets and Scene Capture Components in the future? I have a project that uses Portals (like in VALVE's "Portal" game) and these portals are made using Render targets and Scene capture components. Since these are portals, the image they produce needs to be crisp and clean in order to sell a believable visual effect. However, these portals are therefore also heavy on performance. Could you teach us some tricks we can use in order to optimize render target performance while still keeping similar visual quality?
This is something I can definitely look into! Thanks for the suggestion :)
I second this but I think 2d render targets are a bit broken :|
i recognize that background music from somewhere but it is so quiet i can't quite remember.
Awesome as always
Appreciate it Metal Soul. Let me know if I can ever help ya with anything :)
thank you, can we create a material with a reflection override? You wrap your object into any other environment, that is used as a fake reflection world. Built inside the shader. Anyinfo on this? Would be cool, thx and keep rocking, cheers 😀
the player/actor's reflections look glitchy compared to the reflections of the surroundings, any idea how to fix that?
i want to ask u (u are use ray tracing for this reflection or not )
great.thank you
Thank you too!
Nice Video Keep up the good work
Hey revenge gaming appreciate the kind words! Let me know if I can help with an game art related questions you have :)
@@Drawcall Thanks I Would love if you can help me with some questions, should i contact you through email ?
Reflection captures almost don't affect performance. It's make projection only one time and no matter how many reflection spheres there is. Their images just merged together and become one image.
hey! In my scene, wall reflections don't reflect player character. Only If i am very close to the wall, then i can see my feet on wall...Character is true firstperson setup...
metal looks too dark for me, how can i fix this?
Hey mate, love your channel great content. Can you by any chance do a video on forward rendering and water?
2:41 - is there a way to avoid it?
By using cubemaps or raytracing
so how do you remove the parallax then?
Can you comment on RTX use. Are reflection captures needed?
I'm a bit late but most likely not but if you want to allow people to switch between RTX on and off then it's best to keep a reflection capture around for that purpose
Hey Brad, what ya wasching? 😂
why don't you make more nice videos? we like those types of videos!
the things you didn't learned from tutorials, but from your experiences.
Pitty you can't assign a reflective sphere to an object.
I agree haha
SSR is hideous and distracting.
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