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).
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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-146856 in the post.
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Component | UE - Graphics Features |
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Affects Versions | 5.1 |
Created | Mar 22, 2022 |
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Resolved | Jun 28, 2023 |
Updated | Sep 19, 2024 |