Refraction doesn't look right
I've been playing with refraction for a couple of hours, however I can't seem to get the results that I'd expect. The method for achieving refraction used in the documentation doesn't look as it should.
Instead of this:
It should look like this:
Am I doing something wrong? Here's my shader (the fresnel node uses default parameters):
asked Sep 15 '17 at 01:10 AM in Rendering
Well, refraction technique in UE4 involves simply taking the image of the scene, and tilting it according to the index specified. Hiding the obvious seam and discontinuities is up to you. For example, you could reduce IOR using depth fade and / or fresnel. In addition, it also seems to me that refraction index is inverted, and to get the refraction to shift the correct way, you would need an index of 0.75 instead of 1.33.
Last, but not least, screen-space refraction is not well-suited for this kind of job. It works well if you add a ripple normal map. For still water and clear, correct refractions, perhaps you could implement a refraction visualization system the same way, as plannar reflections work, that is using scene capture to render refracted scene, but that is indeed expensive.
answered Sep 15 '17 at 03:07 PM
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