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Translucency with Substrate is an absolute dream when combined with other recent advances in Unreal Engine, finally getting to a point where Glass feels like it is sitting in the scene! Rough Refraction, Proper Blending, Reflections etc #UnrealEngine #UnrealEngine5 #UE5 #GameDev

37,808 次观看 • 3 年前 •via X (Twitter)

15 条评论

Dylan Browne 的头像
Dylan Browne3 年前

You can download this and have a play with a test build here:

tait 的头像
tait3 年前

I havnt cracked open 5.2 yet. This looks sweet! Well played

🏳️‍🌈 ConditCatsOG 🏳️‍🌈 的头像
🏳️‍🌈 ConditCatsOG 🏳️‍🌈3 年前

@MarkRein That is cool

Ken Stancil Jr. 的头像
Ken Stancil Jr.3 年前

Whoa. This looks amazing.

JSFILMZ 的头像
JSFILMZ3 年前

my dream is a cyberpunk city in unreal substrate for free to download

SOMNIUMWAVE 的头像
SOMNIUMWAVE3 年前

Badass af!!! Is it cool if I do a review video of it on my YouTube? :)

Dylan Browne 的头像
Dylan Browne3 年前

Sure go for it

Ian Nate Higgers Jr 的头像
Ian Nate Higgers Jr3 年前

Glass/translucency has been broken like forever ever since u5 came out, what is your secret? did they add something new to the last version?

Dylan Browne 的头像
Dylan Browne3 年前

@jcgzrz translucency hasn't been "broken" in UE5, it has acted the same way it has in UE4 and many other Deferred game engines, this video is using Substrate as stated as well as various recent Lumen features that all come together to make the glass pleasing.

Ian Nate Higgers Jr 的头像
Ian Nate Higgers Jr3 年前

Thanks for the answer, but I mean: Also, don't get me started with the bugs using translucency and DOF

Dylan Browne 的头像
Dylan Browne3 年前

@jcgzrz So the post says you are using Raytraced translucency? thats completely different to normal unreal translucency, I stay away from RT translucency because it has a number of issues and isnt really usable a lot of the time, i'm talking about standard Rasterized translucency here.

Dylan Browne 的头像
Dylan Browne3 年前

@jcgzrz in terms of DOF and translucency that is just the way it is with most deferred render engines, The only thing im doing in my video above to get that working is enabling "Output Velocity" and render before DOF in the material. thats been the way to do it since UE4

NightVision 的头像
NightVision3 年前

I'm wondering if rotating the glass around, just a little, if it would look even more realistic. You know, irl usually glass is a little imperfect on the placement, sometimes it is more noticeable, but usually it's there.

HK 的头像
HK3 年前

This looks great! How expensive it is compared to current material workflow? Is it something to consider yet?

Dylan Browne 的头像
Dylan Browne3 年前

Depends on how much layering you do with it, a single layer should be similar in cost to the standard material system

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