Hi Tim!
I also got that feedback in a post in the 4.24 Preview Thread.
I just did that and connected the nodes to the Specular Input.
This is a little success story - lol;
However, I am still having issues controlling the IOR as I want to.
As it says in the documentation, the values are clamped from 0-1.
What if I want to change the IOR above 1?
I tried, but of course it doesn’t work because of the limitation of the clamping.
And as you can see in the video below, the Glass Refraction does not look correct.
The Distortion looking through the Teapot is just to intense.
I just uploaded this video to showcase that issue:
Sooo… what else do I have to do to control the Index of Refraction Value beyond 1?
1. Project File with Glass Material
Would it be possible that Epic could create one Simple Glass Material, that includes all the nodes and the correct setup to demonstrate how a Glass Material should be created?
I mean, that would help everyone so much more then just referring to the documentation.
A Project File including a simple geometry, that simple shows how the Glass Material should be setup.
2. Glass Bump Map / Normal Map
On top of it it would be nice to also add an example for the Bump Map (Normal Map).
Because once yo have a double geometry (inner and outer facing normals of polygons) I am curious how the bump map / normal map setup works.
3. Tinted Glass
And yes, this is always needed in production. How to setup and control a Tinted Glass Material.
4. Refraction
And what do you use the Refraction slot for if the IOR is controlled with the Specular node?
I guess we can clearly see that dealing with Refraction and Ray Tracing leaves a lot of open questions.
And Artists including myself struggle a lot to even setup a simple glass material.
One simple Demo Project File from Epic showcasing all these essential Parameters dealing with Refractive Glass and using Ray Tracing.
That would be like an early Christmas!
Thank you so much & happy pixeling!
cheers