Hello!
With 5.1 came ‘forced mirror’ (Quoted from the 5.1 release notes and the Documentation) Lumen reflections on Materials with the single-layer water material type - meaning that even with a fully-rough material, the reflections are (granted, diminished in their brightness, but) always crisp/sharp.
Does anyone know of a way to modulate all roughness on the material’s roughness pin without that forced mirror reflection?
Thanks in advance.
While you may be able to use a trick with high-frequency normal maps to spoof the look of roughness, the newest version of unreal engine supports translucency with varying roughness. You could pull it down from Epic’s github and compile it, there are a few different tutorials that can help to that effect.
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There are no CVars I can think of that enables rough transparent reflections unfortunately, because the point of forcing them to mirror was to avoid the cost of two lumen denoising passes.
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