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  1. Hello, I am adding reflection of wet surfaces in our application. We observed some artifacts on clouds, while rendering an environment probe with one face per frame. When switching to 6 faces per frame it looks normal, but it is too heavy in computation. What is your solution for this? There is a video in the attachement. 2020-09-04 08-51-16.mkv We did also observe that the start ray for screen space reflections gets more and more incorrect with increasing distance. It appears like the reflected object is going to vanish towards the horizon. When objects have not much space above the ground they won't appear in the reflection anyway only at close distance. Is there a way to do it more accurate than the standard project? There are two screenshot in the attachment, one far away and one close.You can see the missing plate of the material ball clearly. Software version is 2.11.0.2 Thank you for your help
  2. Hello, we have the following issue with screen space reflections on the water: In our particular case we know that the foreground object is never part of the reflection. Is it somehow possbile to exclude certain opaque (or in our case alpha tested) objects from being rendered into the depth/color textures which are sampled during water SSR generation? Enable alpha blending instead of alpha testing would resolve the SSR issue, but unfortunately the object does not look the same anymore. Thanks for any input Helmut
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