Substrate - Feedback Thread

Glint is based on this paper: Real-Time Geometric Glint Anti-Aliasing with Normal Map Filtering | Xavier Chermain’s Page . By default now we use the legacy GBuffer layout for the sake of performance (some features are limited in this case). Make sure that you also have your project set to support Adaptive GBuffer.

The documentation update about all that is in progress.

We automatically enforce simple volume when needed now IIRC. Subsurface scattering post process or the other optically thick models do not make sense as a top layer (they do not handle translucency effects well + other problems) so we automatically do the downgrade to Simple in this case.

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Yep refraction is there too at 1.5. I’ve set the roughness to 1. I’ve gone in the default ini to raise the substrate byte thing(not at pc, can’t remember the exact name) from 80 to 128. The mean free path to 0.98 with the transmittance helper. The translucent type to surface forward shading. Base color to 1. Editing the roughness seems to work its just that’s it’s not doing the frosting part for whatever reason

Oh I guess this starts in UE 5.7, in the previous version it is not available. Many thanks for the link as well and the info.

Hi, Today I updated unreal to version 5.7. Since unreal 5.6 I developed a set of materials based on substrate system (kinda future proofing). Now I opened one of the projects we had in 5.6, converted to 5.7. First issue was, the project wasn’t opening, crashed as soon as I try to load the lvl. After messing around with the new substrate settings (adaptive GBuffer and bytes per pixel) I realized I have to reduce Substrate bytes per pixel to 35 for project to open. (one detail forgot to mention, we primarily use path tracing) Next issue, is that the glass is not at all behaving the way it use to behave in 5.6. I have posted the master Glass material we use in our projects and in 5.6 this turned amazing results for us. But now, I cannot turn on “is thin surface” for any object since it makes the object white and also for some objects, anything behind the glass is somehow rendered without GI. As of why I need to turn on is thin surface, for some reason, whenever we are dealing with hdri, the hdri behind the glass looks darker compared to reality, but in 5.6 when we were turning on thin surface and then setting IOR to 0, we had perfect glass. I have posted two pictures regarding this issue, one behind the glass, the other outside the glass. Also I have noticed that transmittance color results are completely different from what I had in 5.6 (I have posted two other pictures in this regard, one which the bottles are fully black is 5.7 and the other one is 5.6, material settings are equal) Am I doing something wrong? Thank you in advance for your help

Sepia,

Did you check your post process volume? Is your translucency set to Raster?
Try changing it to Ray Traced and enable Use Ray Traced Refraction:

John

Since we primarily use path tracing, unfortunately changing any of these settings, wont change the outcome.

Even after the release of 5.7.0 issue is still here.

@SebHillaire
for metahuman hairs, Base color view mode looks good now but scene texture for base color looks the same messed up and incorrect. seems like this issue is still here after the release of 5.7