I’ve been trying to create a blurry glass for quite some time now, i’ve seen a lot of threads about it but every method i tried either didn’t work or i wasn’t satisfied with the resulting quality.
This is what i’m trying to do:
Hello DELTA_12,
There are a number of ways to achieve this effect. However, you have stated that everything that you have found either does not work or you are not satisfied with the result. If you would please post a screenshot of your glass that you are most satisfied with as well as a link to the documentation that you are using to achieve this effect I can start to eliminate some of these methods. This way I can see exactly what you have so far and attempt to get you closer to what you to what you want to see in your project.
Thanks,
Basically i was trying to make something like this: So Blurred glass material is impossible in Unreal Engine 4? - Rendering - Unreal Engine Forums, so i copied the complex material they made with the custom node but it didn’t work at all (maybe i was missing some of the maeterial settings), so i tried the second PostProcess method they described but then i set it all up the scenecolor node says that it’s aviable only in surface domain maetrials but when i change it the postprocessinput node says that it’s aviable only in postprocess materials so the two nodes are basically conflicting with each other
Another method i tried was to use refraction with noise (Frosted Glass ? - Rendering - Unreal Engine Forums) but it’s not what i’m trying to do
So, I figured out a method through use of materials. I have taken screenshots of the material setup along with the results inside of the viewport. What you don’t see from this are a couple of steps in your material that you will need to setup along with changing your from TemporalAA to FXAA in Project Settings > Rendering
So in your material change the material to Translucency. Disable Use Translucency Vertex Fog and Enable Responsive AA. Make sure your lighting mode is Set to Surface Translucency Volume for your Lighting Mode.
This method gives a more realistic feel and looks more like glass. You can adjust the settings according to what you want along with the masks that you use. I used the standard ones that come with engine content.
(One suggesting is to fine a fine normal map that you can use to create that pitted effect that you see in the resource image you posted.)
The material looks nice, but as i stated above this is not what i’m trying to do. Instead of the frosted glass i want a material that blurs the image that’s behind it, not just distorts it, like in this image.
So, I found a post processing workflow that achieves something similar. After creating the PP node you would take that information and then reassign it to the translucent material. You will need to remove the SceneTexture:Post Processing node and replace it with a “Scene Color” node and replace the code to reference this node.
This will effectively assign a post processing materials information to a translucent material which you can then assign to whatever object that you wish. Without this you are looking at full screen blurring or blurring restricted to that of a post processing volume.
I recreated the material from the link so i need to replace the node to scene Color node but i have no idea how i should “replace the code to reference this node.”
Replace the View.ViewSizeAndSceneTexelSize.xy with Scene Color. Now, I am at this point with you trying to figure out how to correctly reference the Scene Color node as well. I am searching through the references to figure out how, in code, to call this particular node.