Lumen + RayTracing Translucency + Indoor Reflections problem

Thanks for introducing me to this guy, his videos are really interesting. I agree with your comment about mirrors.

We don’t want to do without the SkyLight element, we need that blue sky outside with day/night animations, but it is true that it works better in the values ​​you mention.

From what I see, Unreal’s problem with glass is that for each case you need a particular configuration, while this configuration depends on the PostProcessVolume, which works globally.

You can make the window look perfect, but if you have a glass of wine next to it, it is very difficult for both to be realistic at the same time.

This is the most acceptable result we’ve come to, but at the sacrifice of the RayTracingTranslucency:Refraction property. In addition, the reflection of the material depends on its opacity, so it is difficult to obtain sharp reflections while keeping the object translucent. (the mirror by RayTracing is still a drama)

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