# Fancy dev grid material

**URL:** <https://forums.unrealengine.com/t/fancy-dev-grid-material/2601911>\
**Category:** Product Discussion\
**Tags:** fab\
**Created:** [July 12, 2025, 4:36pm UTC](https://forums.unrealengine.com/t/fancy-dev-grid-material/2601911 "2025-07-12T16:36:48Z")\
**Posts on this page:** 1\
**Showing post:** 8

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**Author:** ![Lex4art](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/lex4art/32/1179098_2.png) [@Lex4art](https://forums.unrealengine.com/u/Lex4art)\
**Post date:** [May 15, 2026, 1:52pm UTC](https://forums.unrealengine.com/t/fancy-dev-grid-material/2601911/8 "2026-05-15T13:52:36Z")

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A little update to the Fancy Dev Grids - now v4, with just one improvement: now there is an option (and it’s ON by default) to use Fresnel mask to fade out Clear Coat reflections (at grazing angles reflections became weaker or completely disabled). Here’s how it works (from left to right - full-force Clear Coat reflections → depth-based blurring (previous method) → Fresnel-based fadeout (current):

 ![1 clear coat raw](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/9/1/29183a994c4c884458099f003692f47e16c4b358.jpeg)  
 ![2 clear coat dist-based blur](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/c/a/0ca287c7661dd27d8ef4b2c4014a80ee2574c3dd.jpeg)  
 ![3 clear coat fresnel fadeout](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/9/2/c92bfce0e2701556f3b18e0440bff9bf7a6b6668.jpeg)

If you like old blurring more - it’s still there, as a disabled checkbox in material settings. Also, Clear Coat power on all materials was increased from 0.15 to 0.4 (better fit for Fresnel fadeout), so when switching back to distance-based blurring there is a need to keep that in mind, it maybe be too reflective with the old method.

P.S. Also, I’ve updated [UNIBLOCKS PRO to v6](https://forums.unrealengine.com/t/uniblocks-modular-buildings-constructor/2457016/20) - those empty buildings and rooms liminal as hell, but better than before XD.

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