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Wine Glass material
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Glass is all reflection and refraction. Your material seems to have refraction set to 1, which effectively disables the effect. The fresnel you have there might help when connected. Just make sure you use values close to 1 as refraction is approximated in screenspace and high values will result in artifacts in the refraction when used on small objects such as those glasses.
Regarding reflections you have the basics working, but some nice bright highlights would help make it pop. Proper specular on translucency will come in a future update of UE4*, but for now you might be able to fake it with a cubemap with some bright spots.
*I believe the master branch already has it working, making it a likely candidate for 4.8.
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Hey there,
I just had the exact same problem and posted some questions about it on the answer hub. Actually, we came to a nice (and temporary) solution for this with two instances of the same asset and some tweakings to the original glass material... Hope it helps, it did for me :
https://answers.unrealengine.com/que...ecularity.html
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