I’ve been playing around with it a bit and here are some things I’ve discovered.
1. If you are using HSS/Uber make Specular sharpness 100%. It seems that it is actually ‘working’ now and if the specular highlight is spread out, it kills the reflections.
2. The reflections are now extremely angle dependent. A glancing angle, as seen in the posted pic is best. It gives the clearest, sharpest, most ‘accurate’ reflection. Light angles are now very important as are intensities. Too strong and it will wash out…it seems ‘energy conservation’ is broken. That would be a 3Delight thing…and needs to be fixed on their end. I tried to get an over the shoulder shot but it would wash out every time, unless I had the light intensity down around 10% or lower.
For the pic, it’s Genesis, DzAmbient light (Shader Builder), a cube and a plane. The plane is set to black diffuse, white reflection at 99% and very pale blue refraction set at 1%. The environment mode in HSS is set to ‘Raytrace’ and the DzAmbient is set to Indirect Diffuse.
Click thumbnail to see full-size image