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UnrealEngineUWP/Engine/Documentation/Source/Resources/ContentExamples/Reflections/Reflections.INT.udn
Andrew Grant c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
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Availability: Public
Title:Reflections Content Examples
Crumbs: %ROOT%, Resources, Resources/ContentExamples
Description:Overview of the samples provided in the Reflections Content Examples.
Related: Engine/Rendering/LightingAndShadows/ReflectionEnvironment
Related: Engine/Rendering/LightingAndShadows/Lightmass
Related: Engine/Rendering/LightingAndShadows/LightTypes/SkyLight\
Related: Engine/Rendering/Materials/PhysicallyBased
Related: Resources/Showcases/RealisticRendering
Related: Engine/Rendering/PostProcessEffects
Version: 4.9
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The **Reflections** Content Example map provides examples on how to adjust the way reflections appear within your levels by using a **Reflection Capture** Actor (which projects a reflection within the Actor's effect volume or radius).
Examples are also shown on how the Roughness, Metallic, and Specular properties of a Material can be used to produce different reflection results.
In addition to tweaking reflection settings, the use of both a **Box Reflection** Actor and the more commonly used Sphere Reflection Actor are shown with sample effects that can be achieved.
Lastly, Scene Capture methods are demonstrated which can be used to capture a fully dynamic cube map or capture an image of the scene on every frame.
## Reflections Map
![](Reflections_Map.png)(w:640)
Listed below are the examples provided inside the Reflections map:
| Example | What is Demonstrated |
| ------- | ------------ |
| **[1.1 Reflections Metallic Materials](Resources\ContentExamples\Reflections\1_1)** | Metallic Materials reflecting objects based on the Metallic and Roughness properties (increasing Metallic property results in more chrome like appearance). |
| **[1.2 Reflections Non-Metallic Materials](Resources\ContentExamples\Reflections\1_2)** | Non-metallic Materials (0.0 for the Metallic property) reflecting objects based on the Roughness and Specular values of the Material. |
| **[1.3 Box Reflection Capture Actor (Static)](Resources\ContentExamples\Reflections\1_3)** | Demonstrates reflection using the Box Reflection Capture Actor which is good for use with interiors that have a box shape. |
| **[1.4 Sphere Reflection Capture Actor (Static)](Resources\ContentExamples\Reflections\1_4)** | The more commonly used Sphere Reflection Capture Actor used to reflect the environment, which blends better and is more flexible than the Box Reflection Capture. |
| **[1.5 Screenspace Reflections (Dynamic)](Resources\ContentExamples\Reflections\1_5)** | Screenspace Reflections are a dynamic Post Process effect that can only reflect what is on screen. |
| **[1.6 Scene Capture Cube (Dynamic)](Resources\ContentExamples\Reflections\1_6)** | Scene Capture Cubes capture a fully dynamic cube map from their location on every frame (these are expensive performance wise and should only be used when absolutely required to achieve a given effect). |
| **[1.7 Scene Capture 2D (Dynamic)](Resources\ContentExamples\Reflections\1_7)** | Scene Capture 2D captures an image of the scene on every frame and projects the image in a Material (they work more like a TV screen receiving an image from a camera and are most commonly used for security camera effects). |