Would it be possible to solve this reflection ("ghost") problem when developing the scene in Unreal and running it in Aximmetry?

A 3D scene developed in Unreal, when using the Lumen reflection system (dynamic global illumination and reflections), shows a mask (a ghost) reflected in Aximmetry. Enabling Depth Render helps, but depending on the camera angle, it creates anomalies in the reflection. The reflection is only correct when the camera is low to the ground or when the actor (video with a green screen for chroma key) is at the back of the scene. I already tried a test by changing the axis location; that is, in Unreal, I positioned the scene on the axis at a point where the actor is correctly on the zero axis, but it didn't work.

I believe the actor behaves as if they were in a sphere, because as the position on the axis changes, the reflection splits and doesn't mirror completely (the reflection size changes according to the camera's angle and altitude), as it only mirrors completely if the camera is close to the floor.

I have tried other types of reflection, but they don't solve the issue, for example, Ray Tracing (for precise reflections with specific hardware). I have also used Reflection Captures (pre-calculated static maps with Screen Space Reflections and Planar Reflections for dynamic reflections on a smaller scale), but it doesn't work very well; floors with various elevations look strange and it's not effective for the entire scene, because depending on the camera angle the reflection disappears.

I don't remember which setting, but there are some where the "actor's reflection looks like Batman's cape," meaning, it becomes a square reflection, and if you disable the depth render the reflection splits. So, I redid the project from scratch in Unreal, but now there's a mask in the reflection. If I enable depth render in Aximmetry, the reflection is almost correct, but the "ghost" doesn't disappear and the reflection still has anomalies. I also haven't found an alternative within Aximmetry to solve the problem.

One of the alternatives was to reduce the floor reflection. Is there another alternative?

Teria como resolver esse problema de reflexo (

Teria como resolver esse problema de reflexo (

   Vanderlei 3D

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