Translucency/Refraction issues with Glass RT shader in 4.25

stas3dart
Thu, 01 Oct 2020 16:10:19 +0000
Asset Creation

Hi everyone. I’m experimenting with UE4.25 at the moment. Trying to follow this webinar:

Using the Automotive Materials pack along with the Automotive Beach Scene. I’m getting a fairly nice result, but do have an issue with the glass for the headlights. I’m using Raytracing in the scene, so I assume for a physically correct result I should be using the shaders in the Glass_RT folder.

They work as expected (I think) with non-metallic materials behind them, such as car paint or a generic lambert, but the moment I assign a metallic material like chrome or brass, suddenly the refraction fails and refracted object appears black.

With regular Glass material (not the RT) it seems not not have that issue. I tried having single sided mesh and double sided mesh, changed the specular and opacity sliders, made the material double sided or single sided. Effectively I can’t get it to look correct. On the UE documentation I can’t find a section specifically for headlights. On the windows of the car it seems to work okay, but then again there aren’t metals inside. What is it that I’m missing here? In the webinar above the glass on headlights looks really nice.

I’m attaching a screenshot of my issues.

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