Hi, i got a problem with my glass material.
Ofcourse i need to set the opacity to something like 0.1, but with opacity set to 1 you can really see the reflections looking very fake. how can i fix this?
could really appreciate some help!
Cheers,
Philip
@Ritterbecks
Have you tried making it translucent, and changing the fighting mode?
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It might also help change the Refraction Depth Bias, as that might change the view of what gets rendered.
Shininess also might be worth messing around with.
I hope this can help, let me know if you have more issues!
-Zen 
@ZenLeviathan thanks for reaching out!
well, i have 2 projects with the same geometry: in one the reflections look different thban in the other. I had all of your advised settings already implemented.
When i migrate glass from the white reflection project to the blue reflection project, the white reflection glass adapts to the blue reflection project’s settings and also turns blue.
So i figured it is a setting that has something to do with the postproces volume, and not the glass material itself.
But: the translucency settings are the same in both postprocess settings of both projects.
Do you know what else could be going on here?
Hey @Ritterbecks
After checking it out a bit more, and digging through some old forum questions, it kind of seems like this was a known bug at some point, that Post-Processing does weird things with reflections. This kind of makes sense, as the Post-Process Volume wouldn’t technically have access to the code that’s creating the reflection.
Have you looked into using Lumen to calculate the reflections? It comes with a bunch of features that support some pretty dynamic reflections.
I hope this can help!
-Zen