think milky frosted glass or plastic type of material. I saw some tutorials using spiral blur on raster objects but it kinda looked bad and I completely failed to get roughness to affect translucency (would only affect reflection) on material. Is it possible to build such a material so that it looks convincing?
Tried it either way, I think the shading model (singlelayerwater) doesn’t allow this. Normal translucent works but looks worse. It’s kinda hard for me to work with glass objects in UE even with raytracing. Not sure what I’m doing wrong, tried automotive pack shaders but they also don’t look too good.
You are probably doing nothing wrong. UE raytracing and glass are two things, that until now don´t go well together, and frosted glass is even worse There are some solutions, that rely on post effects (like blurring), but those usually fall apart the moment, you want see them in a mirror or any reflection. Cuz most post effects cannot be reflected with raytracing.
That´s one thing, where screen space reflection or planar is still superior. And thats probably the reason, why most demo scenes are with rocks, and not with water or ice/glass and clouds/fog, because then you would realize, that most post process stuff and particles cannot be reflected in raytracing ^.^ unless you make the particles real meshes/cpu particles (which are way more expensive).
I hope, they find an acceptable solution for this problem with UE5 (have no hopes for UE4.26 in that regard, although i wonder about their volumetric clouds and reflections in water, etc.).