Issue in mirrored transparency

Hello guys!

I’ve found Lumen to be pretty awesome at calculating light, so I played around with it a bit and ran into the following problem. I made a playground, which is covered with a glass roof. The glass material is standard and has no special properties. Now I have placed a metallic marble in the playground and I notice that the transparency on the reflective metal marble is not reflected. The only thing reflected on the marble is a black area. There, where the glass roof is actually and you should look through it (example pictures in the appendix - once with the glass roof and once without).

There is certainly a way to fix this problem, but unfortunately I don’t know where or what to set. Please help me, that would be great!

Notice: I don’t hace a RayTracing Graphics Card.

I also imagined that the glass material simply could not be rendered or the model on which the glass material is inserted. But where can I find such a suitable option?


Best regards,

GameMaker

Hmm, what is the lumen scene and surface cache view telling you?

The lumen scene and the surface cache looking the same with glass.


Huh, that is interesting. If you have access to it, can your render the scene with the path-tracer to see what it’s giving you? The baseline can help determine whether or not it’s materials, or lumen proper.

I’ve never seen this kind of error before. Lumen generally skips translucent surfaces in these sorts of techniques, so this is abnormal.

I did some research and was able to solve the problem. I read in another post that disabling “Affect Distance Field Lighting” prevents global illumination from being rendered. In my case it was like this: I have an actor with 2 static meshes. Once the normal object and once a collision object with a masked material, which should make the collision model invisible. With this collision model i had to disable “Affect Distance Field Lighting”.

That helped! :slight_smile:

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