Transparent materials look different in each eye of the HTC vive.

Hello, this is something I’ve come across several times in my current project. I have an object with a material set to “transparent”, it’s default lit and set to “Surface translucency Volume”.

When I look at it in the HTC Vive, the left eye looks as expected, but the right eye looks like it isn’t being lit. Obviously, this means that the two eyes don’t match up.

I notice that if I select the static mesh, go to the details panel, go to “lighting”, and check “volumetric translucent shadow”, the issue improves a lot, but there are still some angles where parts of the mesh looks lit in the left eye and much darker in the right.

Can anyone suggest what might be going on?

AH, I have the answer, my material was missing a metallic value. I’m not sure why this had the effect I described, but that’s solved it for me.

The gig is up!
You discovered this VR thing is nothing but Anagyph 3d from the 80s brought to expensive PC gear in 2019! :stuck_out_tongue:

On a serious note, maybe this is a bug that should be reported?