Help Needed - Substrate Glass Appearing differently between Preview and Scene

Hi all,

Running into a weird thing with UE 5.7. I’m trying to make better materials, and the glass specifically is giving me a bit of trouble with substrate. I switched to Substrate because having a polished glass that’s also blurred and slightly opaque wasn’t working without it. I’m learning this all on my own - so I’m combining various tutorial methods and it’s probably not the most efficient process.

For this one specifically - I’m seeing the glass behave correctly in the node graph and preview, but when I apply it to an object in the scene, the blur is not behaving correctly. The outer surface is showing a blur, but the elements inside aren’t blurring. I’ve included screenshots below of what I mean.

I’m guessing I don’t have a project setting applied correctly, or something in the blend mode isn’t working right. Any tips would be greatly appreciated.

Thanks!

One thing I can say is that you definitely shouldn’t be using the spiralblur feature to achieve frosted glass-like effects with substrate. Substrate rough refraction’s implementation is way better and far less error prone.

First, just make sure that rough refraction is enabled under substrate in the project settings. Second off, your GBuffer needs to be set to adaptive, and you basically need every high-quality substrate setting turned on.

Translucent-colored transmittance is correct. Switch your lighting to surface-forward shading. I know that it can be finnicy, but I’ve gone down the same rabbithole as you, and substrate wants you to do things its’ own way. Once you have a properly-configured project settings set up and a sensible substrate material, you should just be able to increase the surface roughness and you should see the frosted effect.