Reflection capture actor - ofcourse. Im also trying to use several, trying different settings. But they just dont work (dont work good) for dynamic lighting.
Typically in PBR having a detail noisy normal map and a similar roughness adds blurriness to metal (by distorting the normal the reflection samples from).>
Yeah. As i mentioned i trying to add distiortion by noise textures/vector noise. It helps, but it still not equivalent of blur.
Here’s a good example of the problem. Top 2 images are default UE4 reflection from reflection capture actor. Bottom 2 are material with cubemap generated by scene capture component.
As you can see we lose reflection on close range. Also we will have problems with pretty ugly blending and wierd behavior of default reflection capture system.
Yes, bottom results are not correct: we dont have shadows underneath the sphere!
But im really dont care about that sort of things. Cause anyway metal material with scene reflection capture look really nice and smooth gives eye pleasure results. In those example i use 32 cubemap size just for clarity. In real project i dont need any mirror like material.
The only problem is - blur which i need to achieve somehow.
Those screenshots from Alien Isolation game. Those metals shaders which they are use reflect real enviroment. Reflections are nice and smooth and work even in pretty dark enviroment, cause they not pitch black, just really dark. In UE4 (i again noticed that cause thats important: with dynamic light and without HDRI/ambient cubemaps) metals will fall in pitch black void