Description

Specular Occlusion calculation doesn't seem to be accounted for - the shadowing for a reflective surface appears to be diffuse, instead.  See the delta when viewing the shadow of a cube on a mirror surface when lit by a large area light. 

The path tracer (RTRT_Pathtracing_GroundTruth.png) is producing the expected result, whereas the real time path either when using lumen + hit lighting (RTRT_IncorrectSpecOcclusion.png) or when using the deprecated RTRT path (RTRT_DeprecatedSpecOcclusion.png) does not exhibit the expected behavior (the shadows appear as though they were cast on a diffuse surface - see RTRT_DiffuseComp.png).

Steps to Reproduce

Download LightingRepros.zip

Open ./Game/Maps/Lighting_SpecularOcclusion

View scene through testCam

Compare difference between Lit view mode and Path Tracing view mode.

 

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Won't Fix
ComponentUE - Graphics Features
Affects Versions5.1
CreatedMar 22, 2022
ResolvedJun 28, 2023
UpdatedFeb 7, 2024