How do I make transparent objects reflect light?
I've tried playing with the translucency mode, but even with the TLM_Surface (which apparently does nothing) transparent objects look incredibly artificial.
My game features a lot of semi-transparent objects, gelatinous blobs, glasses, water... right now I can see no way of making these materials.
asked Mar 23 '14 at 12:58 PM in Rendering
In order to get reflections from TLM_Surface you need to have a working scene already with at least one SphericalReflectionCapture actor. The nearest one will be used on the translucent surface. It's not a great reflection for many surfaces (flat water) and it's missing direct specular completely. This is an area we are working to improve.
answered Jun 02 '14 at 11:52 PM
One would expect that transparent surfaces will support specular lighting without any problems. Unfortunately I'm afraid that UE doesn't allow that right now. I tried to port my ocean shader from UE3, and had big problems getting specular highlights on water surface. I checked how Epic created water in the Cave example scene. Turns out they used two plane meshes one on top of the other. Lower plane simulated water color and specular reflections, while the top plane simulated water refraction. Guess we will need to wait until this gets improved.
answered Mar 23 '14 at 04:25 PM
If it's a flat plane, one solution is to add a cubemap texture to the emissive channel. I haven't had any luck with TLM_Surface myself. Even in the content examples it doesn't show any reflection, even though the label says it should.
answered May 07 '14 at 02:26 AM
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