Objects glowing near wall due to translucency

Hi, I’m experiencing an issue where my objects glow near walls if they double up on translucency. It was partially fixed by turning on High Quality Translucency, but when I put anything that’s also translucent into the glass material it starts to glow. If it helps, I’m on UE5.1.

I believe high quality translucent reflections only apply to the top layer for performance reasons. I don’t know if there is any way to override that.
Frankly it’s very bad practice in real time rendering to layer multiple transparent objects on top of eachother anyway, as this creates significant overdraw as the background, and several expensive transparent materials all get layered on top of each-other. This dramatically increases the cost to draw those pixels.
The best solution would be to set the asset up in a different way that minimizes the need to layer transparent materials.
In fact, with all but the thickest of glass, the walls of the cup will not be visible when there is liquid inside. This is due to the way that light refracts.


Because of this, it would probably be more realistic to just color the outside of the glass to fake the appearance of liquid inside than actually put a second mesh in the glass.

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There actually isn’t thickness to the glass it’s just a shader trick, but the real issue with this is the fact that I have glass cabinets on the side that’s making stuff glowy too. Honestly, if it would solve the issue I would just do a texture inside.

You’ll find most modern shipped games (using any deferred rendering engine) use little to no transparency at all, even in places you’d expect to see it like bottles and cups. Half Life Alyx was widely praised for its liquid bottle shader, which used a totally opaque material and environment mapping to fake the look of translucency.
If you absolutely must find a way to make it work, why not just put a second fake wall behind the other one to occlude the light?