Translucent glass reflects sky

Hi, does anyone knows why tranlucent glass reflects sky and lights from outside on sides of the glass? I tried reflection probes, only what is working is to give either zero or 100% opacity. It happens only with realtime lumen. Raytracing rendering works just.

Because the probes the translucent lighting use by default are low res and leak in lighting from the sky. Go to PPV, find lumen reflections, and select ‘use high quality translucent reflections.’

What do you mean by PPV? I checked everything in the settings, probes are set to highest resolution 1024, there is no another option similar to “high quality translucent reflections”.

Post process volume. Setting probe resolution is a bad idea because you’re asking for a lot of resolution in one situation without gains in any other.


High quality translucent reflections, here.

At first thank you very much for fast response, but i have no options like this in Twinmotion. I guess you are meaning unreal engine but for what i was asking about was this behavior in Twinmotion.

You are very welcome. Unless you can access the UE command line or something similar in Twinmotion, then unfortunately I don’t know what I can offer. The problem is very easy to fix, you simply tell the engine to render full reflections for transparent objects instead of using probes, but I have zero familiarity with Twinmotion so I don’t know how to invoke that.

Also, is it just me, or are you missing all indirect lighting in your reflection? You may have more than one lighting problem here.