Glass transluency shadow vs Specularity

Just a small update. I used the metallic channel and brought it to 1 to get better reflections. Added a normal map to simulate small imperfections. Pushed the color map to full white (to compensate the metallic nature of the material) and repostionned the reflection capture actor in the center of the pot. Here is the result :

I came with a more believable glass pot. Good news is, there is a lot to explore with current sytem to obtain clean results. Bad news : We still have to work with two instances and this is far from being a Physically based material.

However, I am quite pleased with the result. Still a long way to go, but I just can’t say how I am excited with this new engine.

For better explanation, here is a glimpse of my set up :