Mesh Artifacts behind Glass material

Is there anybody who happens to be able to point me in the right direction in regards to solving this.

My objects appear to showcase some severe artifacting when seen behind glass image [1] but when I pass through the glass they look fine image [2].

I’m not quite sure where to start looking for the cause / solution.


Assuming you’re using some kind of RT refraction, what you’re seeing are artifacts caused by the differences between the rasterized and the RT scene- you don’t really have a lot of performant options to fix this, but give r. raytracing.nanite.mode 1 a shot.

While that at least lessened the effect dramatically, it did not solve it entirely.
Big thanks already for this, as it’s way more acceptable now

Perhaps something I can do to the assets as well in relation to nanite perhaps?
As it looks like it’s now moved to a distance related thing where up close and personal (like the couch), it looks fine, but a bit farther away (the chair) it still shows some artifacts.

image

Hey mate, Give this a shot: r.Raytracing.shadows.enabletwosidedGeometry 0 Your artifacts dont look exactly like it, but kind of similar…

That didn’t appear to do anything unfortunately.

That’s about what I expected: the central issue is that the proxy geometry that the RT scene uses differs from the raster scene, and due to how shadow rays are traced, you have objects intersecting themselves and casting incorrect shadows. What the previous command did was basically told the RT scene to use streamed nanite geometry, but that’s still not a perfect match for the raster scene. Since it’s now nanite, the geometric detail changes with distance to the mesh, as you described.

You could go into each asset and increase the percentage of triangles present in the proxy mesh, but doing so could eat a lot of VRAM and processing time.

Another thing: try avoidselfintersectiontracedistance 1. That basically stops the self shadowing, but AFAIK it only works in the raster view. Give it a shot?