Hi, I’ve been achieving pretty good results in building a frosted/blurry glass material with the approach suggested by Crow87 here:
The idea is to pipe in a high frequency noise into the refractive index of your glass material.
As noted in the thread, one issue with this approach is that the noise used, plus temporal AA, cause a little delay before the image gets stable. I’ve tried enabling Responsive AA but didn’t see improvements.
Is it possible to link the noise to a fixed world position or to UV in order to have always the same values in any frame?
Or would disabling temporal AA for this material be possible?
Plus, the result is a bit pixelly, how could I achieve a softer kind of blur?
Hey devel.bmad -
To aleviate most of your concerns I would use a detail + macro normal map setup instead of the noise module in the Material Editor. Here is the same setup mentioned in the forums but with a normal map arrangement plugged into the refraction. I am using the TilingNoise06_N for the Detail Normal and T_Water_N, both which are in the Content Example Project if you would like to test.
Thank You
Eric Ketchum
Thank you Eric, tested, the material looks definitely more stable though I didn’t manage to achieve a soft and nice blur (the result was always more pixelly than what I was looking for, and a bit more grainy than using noise). Guess it is a matter of finding a good balance scene by scene!