Thanks to everyone for the help. After some testings following your responses I managed to make it work. Still not perfect but almost.
- "First a silly question: Do you have ray traced refraction in the post process enabled? If yes the max refraction rays must be more than 1 afaik. Yes I have this right
- You can also disable casting shadow in the mesh properties for any material id like the glass. It’s in the LOD 0 setting. So you can double click your window mesh and set the glass to not casting shadow. This should let light through. You can also disable cast shadow per object in the details panel. Maybe try that and then figure out what is wrong with the material. This was the main thing that let the light in. Thanks!
- Is “Visible in Ray Tracing” enabled in every window object (under Rendering)? Yes
Is two-sided enabled for every window object and material? Yes
A have a new issue related to translucency. I don’t know if it is related to material, post-process volume or mesh. I’ll explain below:
Once I have the glass reflecting and letting the light pass through, I realised that translucency is not showing in the reflective shapes. I have a mirror in front of a glass and if i look to the mirror the reflcted glass appears opaque (but shows reflections). Find attached the examples.
A: Note that the lamp glass balls are reflecting black in the glass doors
B: The reflected doors don’t show the translucency
PS: Include Translucent Objects in Raytracing Reflections is already enabled, and Max. refraction Rays is 3. Enabling and disabling Refraction doesn’t affect.
Any help would be appreciated, and thanks again for the previous answers.
Thanks in advance