My FirstCharacterBP consists of a helmet with a glass front. When I switch to game mode, the environment lights go through the helmet from the back. However, the back of my helmet is closed (picture 1, 2 and 3).
I tried to include all my camera, but the problem persists (image 2 and 3).
I checked that the metal part of the helmet is composed of a single mesh, with all the verteces and edges connected to each other (there is no hole in the 3D).
Moreover, the glass receives the light only from the back, which creates a really not logical rendering (image 4 and 5). I know that this problem is directly related to the first problem.
Iâve tried many changes, but nothing works. I donât understand it anymore. I no longer have any hope of resolving it, please I need the help of the community. (This is the first time I post a topic to help me, tell me if you need more information)
Ok, Iâll try it ! Itâs strange that my helmet doesnât do the job as your sphere.
But I didnât actually try to cover it with an âUnlit objectâ, Thanks !
No, Iâm not going into the lights. And it lights up from behind even when Iâm very far from them.
For you, it works exactly as I hope⊠I donât understand my mistake.
can I see the parameters of your glass and helmet materials?
I use the âvolumetric lightâ parameter to obtain this diffused light rendering. Is this why it bugs?
Okay thank you so much ! Iâm going to try that !
Have you changed anything in the Detail panel ?
When I see your settings, I think the biggest problem in my GLASS Material must be here. Can I also see this panel?
glass unlit so it receives no backlight. it is rendered without receiving shadows.
spotlight shadow bias gotta be lowered. so it does properly cast in the helmet. i downed it to .1 whithout messing up world shadow rendering.
i did seperate meshes for inside and outside. not sure what distance fields do.
the helmet needed a lil remodel. gotta avoid harsh edges or light will âbleed inâ. basicly you gotta model a sphere. mathematical issue with the normals and specular, i reckon.
ambient lighting inside can be faked with skylight or whatever you wanna put in there.
unfortunately i dunno howto not have volumetric fog inside the helmet, rn.
@ClockworkOcean I tried your solution in my scene, and unfortunately still doesnât work⊠We can see on the metal that my object receives the light from behind.
from front itâs good, from side itâs good, from back itâs really not good.
OMG @glitchered !
I am also working exactly on version 4.26
Ok, I think I understood everything ! Except perhaps this point : spotlight shadow bias gotta be lowered. so it does properly cast in the helmet. i downed it to .1 whithout messing up world shadow rendering.
I donât see what and where it works in unreal
I also think I donât know how to turn the Glass in Unlit, while keeping a clean result like yoursâŠ
Iâm going to remove the protruding edges from my helmet right away !
pretty much the same as clockworkâs, just stripped to essentials. itâs a basic refractive glass. all the shader allows in unlit. unfortunately it doesnât support any dirtmasking. but you can tint the glass and balance it with the opacity.
note: if you would want to have dirt or light influence on the outside of the glass youâd have to use a plane on the other side with a doublesided default lit material and base and opacity. this messes with the inside refraction tho. clean looks pretty good.
Okay, this time it worked !
And the lights donât go through my helmet anymore by reducing the shadow bias
I donât have exactly the look I wanted. But itâs extremely cleaner !
Iâm just trying to reduce the translucent node to get a less strong distortion effect (without success) and it will be perfect !
trying to reduce this effect ('cause I canât see anything through my glass )
PS : A big thank you to these 2 heroes of the community @ClockworkOcean and @glitchered who have helped me enormously !