can't change opacity in glass path tracer

Hello,

I have a glass material of which i changed the opacity to a very low number, but it doesn’t affect the glass in the editor at all. What could be the problem?

It now looks like a mirror, but i’d like it to look like a regular glass window.

Kind regards,

Philip

@ClockworkOcean

My hero in need, do you have any idea? :smiley:

Also, somehow the trees i used (european hornbeam from the epic games store) look horrible when i use the path tracer. when i use real-time rendering (lumen), they look good. what could be the problem?

What’s in the material?

is this image sufficient?

@ClockworkOcean

Meh… not really :slight_smile:

You seem to be doing all sorts of crafty things, that are just out of shot.

If you try M_Glass and it looks ok, then it’s something you’re doing :wink:

M_glass is also as reflective as the rest of the glass materials…

is it like a setting in the post process volume?

@ClockworkOcean

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I’m wondering if you’ve put a HDR in the skylight?

it’s the ultra dynamic sky plugin

@ClockworkOcean

If you’re worried it’s PP, just remove the volume for now.

I have no idea what it is, at the moment…

@ClockworkOcean

well, the thing is that it’s also not the post process volume. i deleted it and nothing changed.

This project was imported from a user who built in on a MacOS without any raytracing functions. could it be related to this?

And 2. do you have any idea how to fix the tree issue that i described above?

Thank you very much.

Philip

Tree problem, turn off Nanite :slight_smile:

Still not sure about the other…

Hi there! I don’t know if you solved this issue but on the foliage, you can use these commands to sort it:

r.RayTracing.Nanite.Mode 1
r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0

Regarding the glass, you can check the way I do the glass in this post:

Basically I set refraction like

Opacity:

Whole Material:

Material Instance:

Result:

I hope it helps!

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Hi, not sure if the opacity issue was solved, but I found that changing the Refraction Method to Pixel Normal Offset worked for me.