Hi there. I'm just wondering about the best way to represent glass in Unreal 4 in terms of its mesh.
I have a thick glass pane on the front of my restaurant. Is it better to model the glass with thickness or simply make the material double sided in Unreal?
Or perhaps do I make the material double sided AND make it thick for a better effect? Are there any severe performance issues I need to be aware of if I do it this way.
The way I usually model glass is to make it a single plane and make the material double-sided. In this instance, the player will actually be able to see the thickness of the glass as the top half is not inside a frame.
1- Single plane, double-sided.
2- Thick mesh, single sided material.
3 Thick mesh, double sided material.
What would you recommend, are any of these bad practice and/or prone to shading errors?
Thanks for any help!
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