okay there is reflection on top of the trans, it just looks like shit, so i'll have to look at the opacity parts of the shader more, anyone good with shaders wanna take a look?
Its most likely to do with the position of your sceneCapture actor.
All the "true reflection" is, is a dynamically updating cubemap. SO if the position of that reflective sphere showing its capture position is partly under the water plane, then you'll get bits from under the water in the reflect map, which may be what you want for certain viewing angles.
The second pic looks a lot like some sort of LOD/mipmap issues.
What I'd suggest is unhooking everything but the reflection component from your water so you can see how that looks on its own. Once that looks good then you can add the other pieces back in and see where or if it breaks.
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All the "true reflection" is, is a dynamically updating cubemap. SO if the position of that reflective sphere showing its capture position is partly under the water plane, then you'll get bits from under the water in the reflect map, which may be what you want for certain viewing angles.
The second pic looks a lot like some sort of LOD/mipmap issues.
What I'd suggest is unhooking everything but the reflection component from your water so you can see how that looks on its own. Once that looks good then you can add the other pieces back in and see where or if it breaks.