I had a closer look at the project I thought had ray traced reflections without translucency being turned on and it seems that the reflections are from the reflection cubes and not ray-traced as I claimed before.
I turned off ray traced translucency because I couldn't get any refraction value to change. The glass would always look odd and very distorted no matter where and what values I put into the specular or translucency input. I guess it is still work in progress in the engine. Or the documentation is out of date.
EDIT: I got the weird refraction problem solved. I had to leave the refraction input empty and set the specular back to 0.5 as a start. Then tweak the specular value. The higher the value the more refraction the glass will have.
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Foliage and raytracing problems
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Idgi_ repliedOriginally posted by S-Dot View PostLooking at the screenshot, where does the red colour come from? Do you have something in the subsurface node? Try plugging the base colour into the subsurface node.
One can think that the opacity mask is the cause, but then I deactivate the opacity mask and leave all the other and the red is still there...to ilustrate it I use the trees, where it is easy to apreciate the red than in the grass...trees without opaqcity mask and Raytrace translucency on:
Originally posted by S-Dot View PostIs the material set to masked or to translucent? Masked would be the correct choice afaik. Translucency shouldn't affect that at all. Unless the subsurface feature uses translucency somehow when ray-tracing is enabled.
Originally posted by S-Dot View Post- is it lit dynamically. Some features don't work that good with dynamic lighting.
Originally posted by S-Dot View Post- foliage has its own settings regarding lighting. Check if it is set to cast dynamic shadow or static or both for the grass,
Originally posted by S-Dot View Post- if you don't use ray traced reflections for the grass then you need a reflection actor above it. A reflection cube with a high radius will do.
I have only found this comand "r.RayTracing.InstancedStaticMeshes" but setting to 0, disables all ray tracing effects on all the foliage elements, also no shadows from trees...
Anyway, I have a sphere reflection covering the whole project
Originally posted by S-Dot View Post- do you have the post process volume set to unbound? does it reach out to the grass?
- you got a lightmass importance volume there if you have static lighting?
Originally posted by S-Dot View PostI don't think ray-traced glass reflection requires ray-traced translucency to be on. These are 2 different things. I didn't get the translucency to work, so I turned it off and still have ray traced reflections. Although I remember switching them on and off was causing some problems. It wouldn't work until either build lighting or build reflection or close the editor. Can't remember which it was.
Just in case, I tryed yor suggestions, I build the light, the reflections and restarted the editor after turning off ray traced translucency...still no ray traced reflections on glass materials wothout translucency
thank youLast edited by Idgi_; 07-31-2020, 08:12 AM.
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Idgi_ repliedOriginally posted by presto423 View PostIs "Evaluate World Position Offset" enabled in the object's details panel under Rendering > Ray Tracing?
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S-Dot repliedLooking at the screenshot, where does the red colour come from? Do you have something in the subsurface node? Try plugging the base colour into the subsurface node.
I don't think ray-traced glass reflection requires ray-traced translucency to be on. These are 2 different things. I didn't get the translucency to work, so I turned it off and still have ray traced reflections. Although I remember switching them on and off was causing some problems. It wouldn't work until either build lighting or build reflection or close the editor. Can't remember which it was.
Is the material set to masked or to translucent? Masked would be the correct choice afaik. Translucency shouldn't affect that at all. Unless the subsurface feature uses translucency somehow when ray-tracing is enabled.
There are a lot of other things that may screw it up and I'm not sure which of those stop it from rendering proper. Just a few thoughts:
- is it lit dynamically. Some features don't work that good with dynamic lighting.
- foliage has its own settings regarding lighting. Check if it is set to cast dynamic shadow or static or both for the grass,
- if you don't use ray traced reflections for the grass then you need a reflection actor above it. A reflection cube with a high radius will do.
- do you have the post process volume set to unbound? does it reach out to the grass?
- you got a lightmass importance volume there if you have static lighting?
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presto423 repliedIs "Evaluate World Position Offset" enabled in the object's details panel under Rendering > Ray Tracing?
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Idgi_ started a topic Foliage and raytracing problemsFoliage and raytracing problems
Hello,
I have some problems with foliage and ray tracing. UE 4.25
The problem is that the objects that use the "two sided foliage" shading model are not working as expected when used with the foliage tool and raytracing...if I place the object in the level as a regular object, not scattered, the object is rendered ok.
Also noticed, that if I turn off the raytraced translucency the foliage objects are rendered ok, but as I need raytraced reflections on windows, I have to turn on raytraced translucency in order to get them...
Any ideas??
actor scattered with foliage and with "two sided foliage" shading model...Raytracing translucency on
actor scattered with foliage and with "two sided foliage" shading model...Raytracing translucency off
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