I am having a problem with reflections and metahumans. My metahuman is standing in front of a glass window and the eyes are completely black in the reflection (see image).
I am using raytracing and managed to solve the problem for the hair which was not appearing in the glass (ticked ‘Use hair Raytracing geometry’ in the hair tab of the metahuman blueprint). I am using this material (with slightly different values in the params) for the glass with Surface ForwardShading.
Unfortunately, all the edits I have made so far to the M_EyeOcclusion did not change anything. The eyes appear normal in viewport and cinecamera. Only the reflections (in viewport and cinecamera) are black. I am using 5.3 and ray traced translucency. Can anyone one help me out here?
transparent objects do not show up in raytraced reflections. they are forward shaded and rendered in a seperate pass.
this sclera “double geometry” will not work. you gotta use the real eye shading model or use a normal opaque eyeball and specularity for the eye glint. you will loose the cornea and iris deformation, but it’s cheap to render and reflects without issues.
I’ll add just a little bit to this- assuming this is for a cinematic/offline, you won’t have any issue. But if you’re doing anything real-time with this, it’s going to be very expensive if you’re using the actual eye shading model (if it works). RT hit lighting is integrating the shader math at every ray hit, which isn’t bad for simple surfaces but it can really start chugging for complex effects like POM. This may not matter to you at all, but it’s something to keep in mind.