I have a problem with translucent material in VR. It looks different in different eyes.
Don’t know, how to fix it. Help, please.
I have a problem with translucent material in VR. It looks different in different eyes.
Don’t know, how to fix it. Help, please.
Hi Anilarion,
I wonder if the problem is with the glass material, or the overall scene lighting. Does the glass material still render like that in a simple scene. (Just a point-light and the glass for example)
If yes, please share the glass material.
I also found a post with 2 potential solutions.
Cheers
Ok, i tried it with different configurations, and doesn’t matter what translucent material i use. I can use this:
This effect appears on scenes with many objects and materials. Any ideas?
Thanks for sharing screenshot,
I think you have the incorrect ‘Blend Mode’ set in your material. (Metallic etc should be grayed out)
Select the material node (what everything is feeding into in Material Graph) and change ‘Blend Mode’ to “Translucent”
I just tested this in VR (5.0.3) and got expected results.
I’m sorry, i didn’t share main parameters of material.
I tested this material on empty scenes, and it works good. This problem appears only on big scenes. Like UE applies light function to the left eye, but fail to apply this function to right eye. But it’s weird, cause i tested it with textures 128 on RTX 3080 TI.
BTW, It’s full generated scene with procedural meshes and dynamic materials. Full material looks like, just i removed all nodes from it to test.