Hi, thanks for the real fast and easy tutorial, my material was always either too glossy to see through or too much transparency that I couldn't notice any reflection at all, thank you, the video really helped me a lot.
why I have refraction turned off and does not turn on at all, no matter what I do. there is something written about the texture, I did not understand. help turn on refraction or is refraction not needed in 5.2?
Select your material and at the lower part of the details tab there is a tab called Refraction it is set to None by default, you have to set it to Index of Refraction then it becomes available.
I'm using engine version 5.2 and I have refraction disabled by default and it says this: takes in a texture or value that simulates index of refraction of the surface and when I turn on the index of refraction and do everything according to the instructions, then for some reason the glass strongly reflects the mirror and reflects itself, it turns out a recursion. Ie in the window I see the window and transparency at the same time, this is not normal. What to do? Maybe this is because the glass I have is thick? And it is necessary to do one polygon?
Select your material and at the lower part of the details tab there is a tab called Refraction it is set to None by default, you have to set it to Index of Refraction then it becomes available.
Select your material and at the lower part of the details tab there is a tab called Refraction it is set to None by default, you have to set it to Index of Refraction then it becomes available.
I've got a situation with glass I'm hoping someone might know an answer for. I didn't notice anythign in the video that could help. I'm doign a convenience store scene and when my camera gets a certain distance from the drink coolers, all the drink objects behind the glass disappear. At first I thought it was a LOD issue or something but discovered that when my camera is the max distance away, all the ibjects come back if I hide the front glass of the cooler. I've goin through material settinsg and rendering settings and I'm not finding anything that would seem to impact how things are rendered behind glass depending on the camera distance. Would anyone know what setting I'm looking for? Thanks!
The intent is for it to have all of the controls setup for realistic glass. Some things of course might need to be adjusted to get the look for a specific scenario or asset but i figured noodling at the parameter values while looking at reference wasnt of value for a short form video. The master material allows you to control all of that on the fly with your individual instances once you actually have it in your space. Let me know if there is something more you'd like to see covered and I could do a follow up video if you'd like where I take it further!
You're talking about the real sauce, this vid is to get like 50% of the way there but that is the magical mystery of how demos get it to look so much better in 5.2
Awesome and concise video! Glass has been tricky to nail down for me in unreal and this video will be an immense help for me thank you so much!
Great to hear!
works awesome, thank you!
btw you can hold S and click to create a new scalar instead of converting a constant into one every time :)
Good tip!
Hi, thanks for the real fast and easy tutorial,
my material was always either too glossy to see through
or too much transparency that I couldn't notice any reflection at all,
thank you, the video really helped me a lot.
Glad it was helpful!
Awesome effect, thanks!
Thanks for this, it's awesome. I just need to figure out how to sort a particle inside the glass properly.
Glad you found it helpful!
to fast create a material parameter click RMB on input pin on output's and click "promote to parameter" (instead 1 key + LMB + enter the name)
Hello and thank you for this video, the material does not work on Nanite mesh and also it does not create shadow is it the same for you? Best
why I have refraction turned off and does not turn on at all, no matter what I do. there is something written about the texture, I did not understand. help turn on refraction or is refraction not needed in 5.2?
Select your material and at the lower part of the details tab there is a tab called Refraction it is set to None by default, you have to set it to Index of Refraction then it becomes available.
I'm using engine version 5.2 and I have refraction disabled by default and it says this:
takes in a texture or value that simulates index of refraction of the surface
and when I turn on the index of refraction and do everything according to the instructions, then for some reason the glass strongly reflects the mirror and reflects itself, it turns out a recursion. Ie in the window I see the window and transparency at the same time, this is not normal. What to do? Maybe this is because the glass I have is thick? And it is necessary to do one polygon?
Select your material and at the lower part of the details tab there is a tab called Refraction it is set to None by default, you have to set it to Index of Refraction then it becomes available.
@@FrancoMontanaro Thank U sir
Super useful!
there is not refraction any more with forward rendering
Select your material and at the lower part of the details tab there is a tab called Refraction it is set to None by default, you have to set it to Index of Refraction then it becomes available.
Glass is the Achilles heel of Unreal Engine 5, it's a disaster
Thanks for the tutorial. Quick question, were u using raytrace for translucency or raster?
thank you, using raytracing
1:27 how did you bring that 0,0,0 at least tell clearly.....lol
hold 3 and press LMB
I've got a situation with glass I'm hoping someone might know an answer for. I didn't notice anythign in the video that could help. I'm doign a convenience store scene and when my camera gets a certain distance from the drink coolers, all the drink objects behind the glass disappear. At first I thought it was a LOD issue or something but discovered that when my camera is the max distance away, all the ibjects come back if I hide the front glass of the cooler. I've goin through material settinsg and rendering settings and I'm not finding anything that would seem to impact how things are rendered behind glass depending on the camera distance. Would anyone know what setting I'm looking for? Thanks!
teeba
realistic glass and unreal engine cannot be written together
Patience young padawan
That glass doesn't look realistic at all.
Not trying to be a dick but that's quite clearly not realistic.
The intent is for it to have all of the controls setup for realistic glass. Some things of course might need to be adjusted to get the look for a specific scenario or asset but i figured noodling at the parameter values while looking at reference wasnt of value for a short form video. The master material allows you to control all of that on the fly with your individual instances once you actually have it in your space. Let me know if there is something more you'd like to see covered and I could do a follow up video if you'd like where I take it further!
You're talking about the real sauce, this vid is to get like 50% of the way there but that is the magical mystery of how demos get it to look so much better in 5.2
absolutely all glass materials in UE look like complete crap.