4.12 - Translucent Materials Broken

In 4.12, translucent materials no longer seem to have any reflections. Also, they look quite a bit different.

Glass material in 4.11

Glass material in 4.12

My material is very simple and uses Surface TranslucencyVolume

I have attached the uasset here as well.
[link text][4]

I tried changing a lot of settings and nothing seems to help.
The light that is being reflected in the first one is emissive.

I am not using planar reflections.

Anyone have any ideas?

Edit: So the glass being more white in 4.12 looks to be from the base color. I guess the shader has changed because the base color does something different now.

I changed the base color to pink in both versions to show what it does.

4.11

4.12

Hmm check for external influences. Namely Screenspace Reflections and Reflection Probes or anything else that can cause reflections to change. Make sure they are correctly Set up and hit the recalculate Button on the Probes. If you dont have any Probes try to Add one does it change the outcome for you?

I can second that. It seems that translucent materials get correct planar and screenspace reflections but sphere captures are completely missing.

Yeah, I don’t think it is the reflection probes. I have existing ones that seem to be functioning. I have deleted them and created new ones to test. None of that helps, there is still no reflection on the translucent material

This is happening to me too. Screen space reflections work on my glass material, but not reflection probes.

I made a basic scene from scratch both in 4.11 and 4.12 with the same materials and settings to see the difference. Also notice the small sprite glitch.

Yepp you seem right Probes do absolutly nothing =/ thats really strange

This has already been reported with UE-31589 and is being investigated.

Thank you!

Tim

The second sprite is actually the capture location that allows you to move it independently of the center of the reflection space. So if you want to make the reflections look good at a particular point (like on a window or mirror) you don’t have to make that point the center of the reflection space anymore.

I do agree however that the flickering isn’t visually pleasing within the editor, so an updated billboard for the reflection probe could probably help.

In case you can pass on more info to the developers to speed up a fix for this issue, it seems that transparent objects are only reflecting the sky sphere. Deleting the sky sphere does not change the reflections on the transparent objects. However, if you get rid of the sky light, the background reflections disappear.

Screen space reflections add some reflections to the objects, but no reflection probes seem to make a difference.

I can confirm this issue still exists in version 4.12.1, both the binary and source versions.

Oh, I didn’t know that. Good to know. Thanks for the info!

Haven’t tested this out yet, but I’m compiling from source now. The changelist for the 4.12.2 hotfix calls out this JIRA number and says it’s fixed!

4.12.2 still broken. Now we can see a captured reflection, but blending with sky materials are not correct!!

Blending seems wrong for me too

4.12.3 seems still broken. Screen space reflections not working or are that diffuse i cant differ them from the rest of the material. SSR checked, Lighting mode set to Surface Translucency Volume

Any update on this? 31589 did not fix the issue. Is there a new bug number? Is there a Perforce changelist with a fix?

This issue appears to have already been fixed that I can see in 4.12.4

The material is using Constant value of 1 for Metal and Base Color. Roughness is set to 0. Opacity set to .95. Material attributes are Translucent with the Lighting Mode set to Surface Translucency Volume.

4.12.4 Still broken.

4.12.4

4.11.2

Update.

It works if you only have 1 reflection probe affecting the glass.

In UE4.12.4, Buided lightmass, Can solve your problem.

The reflection is back in 4.12.5 but it still look a lot more opaque.