How do I properly use refraction on water and how will i create water depth?

Hi [PB]Aphexx,

Reflection: Since I didn’t manage to
get reflections with translucent
material types, i used a RenderTarget
which is not accurate, but works
somehow. Is there a way to make
translucent materials reflect without
render target?

Reflection on translucent material should work without render targets. I followed the official guide (Using Refraction in Unreal Engine | Unreal Engine 5.3 Documentation) in a default scene and in an empty scene and it works.

I get visual artifacts with
refractions, which seems logical,
since the whole under water surface
displaces too much against crossing
geometry. however, i do not need real
refraction, i only need a distortion
effect based of the normal maps, that
make the small waves on the surface.
how will i stop the refraction from
displacing my whole water surface?

Maybe you are sending a wrong value into the refraction node, try to not send values less than one not more than ten.

I think i didn’t get the concept of
depthfade vs. refraction. when i use
greater values in the depthfade-fade
distance than ~250 i get some water
depth effect, but also heavy
refraction issues around the geometry
that is inside the water and when i
use a pixeldepth node it won’t work
also… how would i use the depth fade
with refration?

any hint appreciated! thanks in
advance and greetings! sascha

Maybe you should try to tune your opacity instead of trying to emulate the whole water effect with the depth fade and refraction. What I’ll try to do is:

  • Use the depth fade to have soft or rough edges when the water hits a surface.
  • Use refraction (in this example the value of IOR is 1.5) to give the idea of water.
  • Use opacity to emulate how much clear/opaque the water is.

My test material:

And a sample scene:

I hope this helps you!