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Unreal Glass Pint - See through glass wall from a shallow angle

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Yoji polycounter lvl 8
 Hello everyone. I'm working on a glass shader in UE for my pint here but I'm at a loss.
I finally managed to make the normals see through but now I'm struggling with this difference between seeing through 2 or more parallel faces and the sides which I don't understand why it decides to make so clear. It's like the IOR is in reverse.
I've been browsing my ass off but nothing useful comes up.
My shader is built from a combo of the default glass mat and this: 
https://www.gametextures.com/creating-a-multi-purpose-glass-material-in-unreal-engine-4/#1468373576365-0379f6dc-6787
Also tried and fiddled around all over the connections as you can see. I used forward shading which came out amazing but still. It doesn't even come close to acceptable glass.

I would like to try this but I don't understand how it would help me anywhere else than the lip and I don't know how to do it in the first place. 
https://forums.unrealengine.com/development-discussion/content-creation/1147-how-do-i-make-realistic-looking-glass?1037-How-do-I-make-realistic-looking-glass=

I rendered it out in Arnold before just for reference (ofc I don't expect it to look like that in UE ever but I'm still trying to get something nice.)
Something like this is what I would like to achieve: https://www.unrealengine.com/marketplace/advanced-glass-material-pack
And end goal would be: https://www.unrealengine.com/marketplace/destructible-glass

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