Glass transluency shadow vs Specularity
Sorry if the question has been answered already as I've been searching thoroughly through the hub and didn't find an answer.
I am trying to make some realistic glass over a pot shaped mesh. The problem I face is that I have to trade reflections for shadowing.
Here are exemples.
Detail option "Cast Volumetric Translucent Shadow" OFF :
Nice reflections but, of course, no shadow on the ground surface.
Now, just ticking the " Cast Volumetric Shadow" ON :
Nice Shadow indeed... But the reflection (specularity) has disappeared in the process. The windows are not reflecting on the material anymore.
I have tried numerous tweaks, but nothing helped. TLM is on, Surface is set to Translucent, but nothing seems to resolve the issue.
Thanks by advance.
asked Jan 27 '15 at 09:28 PM in Rendering
There may be a solution for this in the future, but at the moment when you're using TLM_Volumetric_Directional, as you noticed this will give you shadows but you'll loose the reflective nature on the glass. It's best to use TLM_Surface for glass, but you'll loose the shadow information.
There are plans to improve this type of work with translucency as it's one of the more noticeable areas the engine could be improved. 4.8 will include some improvements in this direction that will be a start to this process.
I do, however, have a workaround to help for the moment though.
Here are the results of my work around:
I didn't up the lightmap resolution for the floor podium so that can be improved.
For my setup, I have two meshes.
Once you've done this and build lighting you'll be able to have one mesh cast the volumetric translucent shadow and the other will be the visible mesh handling the reflections.
Give this a shot and let me know how it works out.
answered Jan 28 '15 at 08:20 PM
Tim Hobson ♦♦ STAFF
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