I am working on a car configurator in UE5 and I got stuck with the issue of reflections on translucent surfaces being very blurry, which is quite obvious on car windows lit by HDRI panoramas.
I have figured a workaround solution. It appears that the SingleLayerWater shading model will allow you to get full resolution reflections and there is a way to make it behave almost same as the Thin Translucent glass model:
The left is Thin Translucent Material with this setup:
On the right is SingleLayerWater material with this setup:
Set all inputs of the SingleLayerWaterMaterial output node to 0 except the ColorScaleBehindWater, which you will use the same way you use TransmittanceColor in the Thin Translucent shading model.
Then set opacity and roughness to 0.
There there’s a bit of shenanigans with the specular input to compensate for excessive reflection fringing the material can cause under certain scenarios. Just set it up the way I did (make sure the B value of lerp node is at 0.5) and use the FringingCompensation parameter to treat the fringing if you wish so.
That’s it. This should give you a workaround for blurry translucent reflection at least till 5.1 is out