Particle Light should affect Glass

You may want to bake it and make a new material called like “glass reflecting light”. :confused:

I know that’s not the best solution, but it seems translucency is causing major issues here. I know that in a lot of water situations there’s actually two meshes. One is water-looking and one behind it bears beneath the surface qualities like the distorted reflection of what is above it and the translucency of what is just below it. I actually think Epic has used this exact methodology in several water-related demos before. If I find it, I’ll link it. You could use the same approach here and bake the reflections. Make one mesh “glass-like” and then one behind it bear the qualities of slight reflections and then slight transparencies.