Hey guys. I can't seem to figure out the setup I need to make my glass look like it does from Substance Painter. In Substance, I exported my Roughness and Opacity maps for the glass since that's all I used to make it. In Unreal, if I set the material to Translucent, the Roughness channel gets greyed out and I have no place…
Substance Painter doesn't have a glass shader, only a translucent and masked shader to handle opacity. Glass shading requires opacity, but more importantly, refraction. You won't get the same look as your glass because of this. Make sure you also model your mesh for glass in mind, meaning thickness (not just 2-sided).
Hey Mobkon, you want to try and play with the lighting mode in your Translucency tab a bit for that! For example the Surface TranslucencyVolume mode will allow you to use roughness and some other parameters. You'll be able to get something like this: Do note that glass from Substance to UE4 is a bit finicky, try and check…