Reflections/specularity on Translucent materials
I was trying to give my glass material reflectivity and it didn't work. Then I found in the docs that "At this time, Unreal Engine 4 has no means to handle specularity (i.e. reflection) on translucent materials. This means that any reflections on objects such as water or glass will need to be faked via reflection mapping."
Does that mean specularity will eventually work on translucent materials?
When faking the reflection via reflection mapping, is there a way how to access "Reflection capture spheres" so that reflections are at least somewhat dynamic in sense of reflecting correct static environment from capture spheres compared to some statically set cube map?
asked Mar 11 '14 at 04:57 AM in Rendering
ue4-archive ♦♦ STAFF
Check and see if your build has a TranslucencyLightingMode (material property) of TLM_Surface. That mode applies the cubemap from the nearest reflection capture to the translucency. It has some issues - no parallax, and moving objects will pop as they switch between cubemaps.
Hello, thanks for the reply.
Seems like my build (1808360 - latest beta for external testers) doesn't have TLM_Surface, only PerPixel and PerPixelNonDirectional. So I guess this feature comes with some later beta build. Once we have access to it, are those reflections controlled by Roughness and Metallic as in Opaque material?
Is the poping of moving objects planned to be "fixed" or is that a technical limitation which won't be easy to change?
Are SSR planned to work with translucent materials in future?
Follow this question
Once you sign in you will be able to subscribe for any updates here