x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Translucent material vs distortion(refraction)

I would like make translucent materials be effected by refraction, so Object A can distort Object B even if object A is translucent.

I found this:

 This is a limitation with the way refraction is implemented - it basically makes a copy of the underlying image and then distorts it. In order to avoid multiple copies so that we get good performance, only opaque materials can be refracted properly. You can implement refraction yourself in a way that works properly with other translucency with SceneColor lookups, but each mesh using that will cause a copy of the entire scene color buffer, which can add up quickly. 

Here.

Isn't there still an option for this? If there isn't, isn't it possible to make this work in a more sane way?

What I would like to do is:

  1. render my refraction values to a different render target

  2. create a post process material which uses the scene texture and my own "refraction" texture to create the distortion

Main issue is that I can't find a way to make 1.) work. Is this even possible? Sounds like a really basic feature, but I just can't find a way to do it. I hope it is possible without modifying the engine. It isn't a must to render the "refraction value", if I could create a material which renders into a custom render target, that would be cool. But it has to be generic, so it would work with particles and all. So using scene capture component and selecting assets one by one to render isn't really an option.

Thanks,

Elathan

Product Version: UE 4.16
Tags:
more ▼

asked Aug 07 '17 at 08:23 PM in Rendering

avatar image

Elathan
411 25 27 59

avatar image Nantuk Feb 23 '18 at 03:50 PM

I too would love to know if there are more options. Anyone figure something cool out?

avatar image Elathan Feb 23 '18 at 03:59 PM

As far as I could find out there isn't. Unfortunately to make my version work one would need to modify the engine code, and it would be too much time for my small team. We just gave up on the VFX which would have used this, it simply wasn't important enough to cover the necessary development costs.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question