What you'll learn:
- How Metallic and Roughness affect reflections
- Lumen reflections vs Screen Space vs Ray Traced
- Reflection capture actors for fallback
Section 17: Reflection Reference & Reflection Methods (12 min)
Before diving into reflections, let's create materials to see them clearly:
BP_LHT_RefReflections Blueprint: Create a new Blueprint with reference spheres:
- Chrome — M = 1.0, R = 0.0, Base Color = white (pure mirror)
- Rough Metal — M = 1.0, R = 0.5, Base Color = white
- Glossy Plastic — M = 0.0, R = 0.1, Base Color = mid grey
- Rough Plastic — M = 0.0, R = 0.8, Base Color = mid grey
🖼️Image placeholder: Reflections Comparison - Different Materials
Reflections show the environment on shiny surfaces. Two components determine reflections:
- Metallic — Metal surfaces reflect 100% of their color as reflections
- Roughness — How blurry/sharp the reflection appears
| Metallic | Roughness | Result |
|---|---|---|
| 1.0 | 0.0 | Perfect mirror (chrome) |
| 1.0 | 0.5 | Brushed metal |
| 0.0 | 0.0 | Glossy plastic (subtle reflection) |
| 0.0 | 1.0 | Matte surface (no visible reflection) |
In Unreal, reflections can come from multiple sources:
1. Sky Light Cubemap
- The HDRI/captured environment provides reflection data
- This is why HDRI Size matters — too small = black reflections
- Lowest quality but always available
2. Reflection Captures (Baked)
- Sphere or Box Reflection Capture actors
- Captures environment at that point
- Static — must be rebuilt when scene changes
- Good for interiors with stable lighting
3. Screen Space Reflections (SSR)
- Reflects what's visible on screen
- Fast but limited — can't reflect off-screen objects
- Causes artifacts at screen edges
4. Lumen Reflections
- Ray traced reflections using Lumen's scene representation
- Dynamic, handles off-screen content
- More expensive but higher quality
5. Hardware Ray Traced Reflections
- True ray traced reflections
- Highest quality, most expensive
- Requires RT-capable GPU
Project Settings > Engine > Rendering > Reflections:
Reflection Method: [None / Lumen / Screen Space]
| Method | Quality | Performance | Dynamic |
|---|---|---|---|
| None | Lowest (Sky Light only) | Fastest | N/A |
| Screen Space | Medium | Fast | Yes |
| Lumen | High | Medium | Yes |
Remember from Section 1: We set this to None initially so we could see the difference. Now enable it to see what reflections add.
In Post Process Volume:
Lumen Reflections:
☑ Enabled
Quality: 0.5 - 1.0 (higher = better but slower)
Ray Lighting Mode: Surface Cache (default) or Hit Lighting
Ray Lighting Mode:
- Surface Cache — Uses Lumen's cached surface data (faster)
- Hit Lighting — Evaluates lighting at ray hit point (more accurate, slower)
For highest quality reflections:
Project Settings > Engine > Rendering:
☑ Support Hardware Ray Tracing
Post Process Volume > Reflections:
☑ Ray Traced Reflections
When to use RT Reflections:
- Automotive visualization
- Architectural renders
- Product shots with chrome/glass
- When Lumen reflections aren't accurate enough
| Problem | Likely Cause | Solution |
|---|---|---|
| Black reflections | HDRI Size too small | Increase HDRI Backdrop Size |
| No reflections at all | Reflection Method = None | Enable Lumen or SSR |
| Reflections cut off at edges | Screen Space limitation | Switch to Lumen |
| Noisy reflections | RT samples too low | Increase quality or use denoiser |
| Reflections don't match scene | Outdated Reflection Captures | Rebuild captures or use Lumen |