RayTraced translucency in mirror reflecion

I notice it’s set to Surface Forward Shading. This entails no support for a number of deferred shading features since it uses the Forward Renderer. Try setting the material to Surface Translucency Volume, which is basically the same but doesn’t use the Forward Renderer, yet instead the Deferred. If it doesn’t work, try Volumetric Per-Vertex Directional (which is based on vertices and takes Normal into account).

I’m testing the glass material I put together based on the doc instructions, and only slightly modified by placing a vector4 into the Normal input (0.8, 0.8, 0.8, 1). It may work to use a Fresnel node plugged into the Refraction pin too. Here’s a picture of the material graph I’m using, which shows a reflection in a metallic surface (M_Metal_Chrome from Starter > Materials), though has some aliasing (which I’ve read is due to other factors). The problem could also be with the mirror material.

Fresnel values are default.

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