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Part 7: REFLECTIONS

⏱️ ~12 min📑 1 section

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:

  1. Chrome — M = 1.0, R = 0.0, Base Color = white (pure mirror)
  2. Rough Metal — M = 1.0, R = 0.5, Base Color = white
  3. Glossy Plastic — M = 0.0, R = 0.1, Base Color = mid grey
  4. 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:

  1. Metallic — Metal surfaces reflect 100% of their color as reflections
  2. Roughness — How blurry/sharp the reflection appears
MetallicRoughnessResult
1.00.0Perfect mirror (chrome)
1.00.5Brushed metal
0.00.0Glossy plastic (subtle reflection)
0.01.0Matte 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]
MethodQualityPerformanceDynamic
NoneLowest (Sky Light only)FastestN/A
Screen SpaceMediumFastYes
LumenHighMediumYes

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
ProblemLikely CauseSolution
Black reflectionsHDRI Size too smallIncrease HDRI Backdrop Size
No reflections at allReflection Method = NoneEnable Lumen or SSR
Reflections cut off at edgesScreen Space limitationSwitch to Lumen
Noisy reflectionsRT samples too lowIncrease quality or use denoiser
Reflections don't match sceneOutdated Reflection CapturesRebuild captures or use Lumen