Announcement

Collapse
No announcement yet.

Paragon Phase: Eye Material Problem with Ray Tracing

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Paragon Phase: Eye Material Problem with Ray Tracing

    I am using the Epic Character Paragon Phase.
    When adding the character to my project, the Eye Material is black and odd when using Ray Tracing for Translucency / Refraction.

    Here is a snapshot, how the eye should look like. Bright, and the color of the iris can be seen.

    Click image for larger version

Name:	paragon_bright_eyes.JPG
Views:	29
Size:	237.1 KB
ID:	1670757


    When I use Ray Tracing, my result looks like someone was beating her up very badly.... uuuahhhhh...
    Click image for larger version

Name:	paragon_beaten_up.JPG
Views:	24
Size:	99.4 KB
ID:	1670758

    I was wondering what I need to change? I tried a few things, as such switching Translucency to Opaque. But nothing I tried worked.
    Click image for larger version

Name:	translucency.JPG
Views:	22
Size:	257.4 KB
ID:	1670759


    Does anybody know how I can fix that problem?

    Thank you so much for any little help,
    appreciate it!


    #2
    Have you tried to check off the box "Cast raytraced shadows"?

    Comment


      #3
      Well the problem is, I think, is the way the eye is modelled includes an outer cornea layer that requires a transparent layer. Raytrace shadows works better with transparent materials but in this the cornea is casting a shadow onto the inner eye layer making it look like the player has a black eye.Turning off cast shadow should fix the problem
      Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
      Custom Map Maker Discord
      https://discord.gg/t48GHkA
      Urban Terror https://www.urbanterror.info/home/

      Comment


        #4
        Turning off shadows unfortunately doesn't solve the issue. I already posted a thread about it here:
        https://forums.unrealengine.com/deve...clusion-shader
        ArtStation

        Comment


          #5
          What happens if you change the transparency to forward shading?
          wondering if having it precompute at a different step would take it out of the ray trace shadow casting...
          or at least change the magnitude of the effect... the eyelashes and the cornea could probably both use that.

          Comment


            #6
            Already tried, to no avail.
            ArtStation

            Comment


              #7
              a little progress on that.. I was finally able to fix the Eyeball... see screenshot below...
              but heck, now I am stuck with the Eyelashes.. I can't fix them using the same method....

              any other ideas?

              Click image for larger version

Name:	eye_fix.JPG
Views:	22
Size:	357.7 KB
ID:	1671500

              Comment


                #8
                It's not the same thing at all (as the original transaprency), but you can do Opaque Maked if it corrects the shadow casting. You just have to deal with the fact the eyelashes won't ever be seethrough.

                it's kinda hard to say though, I dont think disabling shadows is a good idea on lashes, and I think they need to have a way softer shadow decal to look natural.

                try to see if any of the info in here helps for softening the shadow before just axing it. (Or possibly making it worse with opaque masked)
                https://docs.unrealengine.com/en-US/...ing/index.html

                Comment


                  #9
                  hmmm.. well, I tried to find a solution but not luck. I wonder how the eyelashes have been render and used for the Videos from Epic itself. They didn't seem to have a problem...

                  Comment

                  Working...
                  X