Hi everyone, I need some help. I’ve tried everything to fix this, but it’s still not working. I’ve attached three renders that I created in Unreal Engine 5.6:
RT means Ray Traced Translucency in Lumen,
Raster means no Ray Traced Translucency in Lumen, and
PT means Path Tracer.
I don’t know why the Metahuman eyes turn black when using RT translucency. Does anyone have a solution for this? It would really help. I don’t want to use raster because it looks fake or odd to me.
Also, does anyone have suggestions for the Path Tracer? The render looks very different under the same lighting conditions and makes the skin appear too soft. I’ve also tried using a Substrate material, but the issue is the same. Any help or suggestions would be greatly appreciated. Thank you!
Path tracing will look different because it is the accurate lighting like any other traditional 3d renderers where as the lit mode or lumen is an estimated accurate lighting so there will always be some difference. You also might have denoiser enabled in your PPV, i personally won’t recommend using the denoiser as it just smooths out all the details, so increase your sample count in order to get rid of the noise in your renders
now the glass part which in RT translucency the glass cannot show what is behind another glass like in your example the glasses on the eyes will show the eyes but if you have reflection behind that glass like your eyes it will cause these types of problems. there are workarounds for this too but will take tweaking the materials.
So it is better to just use raster and control IOR of the glass to make it look realistic, plus RT translucency is also heavy on the performance rather than raster, but if you are using PT so i think you only need it for rendering.
yeah i personally dont like the raster because i mostly use Unreal for my professional work and i guess for me Path tracing is the best solution for the best result possible in terms of quality and yes lumen is very good at so many ways but i personally think if you are working with lot of reflections or refraction like glass its better to render it using PT.