# Reflections of Refracted Materials Issue

**URL:** <https://forums.unrealengine.com/t/reflections-of-refracted-materials-issue/487379>\
**Category:** Rendering\
**Tags:** refraction, reflection, unreal-engine, UE4, question\
**Created:** [August 13, 2021, 1:02am UTC](https://forums.unrealengine.com/t/reflections-of-refracted-materials-issue/487379 "2021-08-13T01:02:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![2Dios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@2Dios](https://forums.unrealengine.com/u/2Dios)\
**Post date:** [August 13, 2021, 1:02am UTC](https://forums.unrealengine.com/t/reflections-of-refracted-materials-issue/487379/1 "2021-08-13T01:02:05Z")

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I have these acrylic panels in my room, and normally they look pretty good. Unfortunately, there are a few issues that arise. First, they are different colors, and when seen at angles, they ‘pop’ in front of the others and cause some weird color combinations. I expected some color changes (as see through colored panels would do so), but this is a little extreme and not what I expected (image included).

Secondly, in reflections (in this case, Ray Traced mirror reflections) the acrylic panels’ color/material can only be seen if they have a value in the emissive slot. Anything on the other side of said acrylic panels renders black with the exception of glass which is completely clear (image included).

How would I go about fixing this? I’m including my acrylic material setup (a version of glass with some adjusted parameters in a Material Instance). Is it a ray tracing thing? A screen space reflection thing? An engine limitation when it comes to reflections and refractions?!

 ![346189-acrylic-material.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/5/6/55645108d767bd6591e7c51cccfeb4882de4e2f2.jpeg)
