Materials Setup - Dechetmew/Aquaray-Raytracing-Renderer-for-Unreal-5.2.1 GitHub Wiki
How to Set Up Shading Models
- Materials In Aquaray Work Differently than in Vannila Unreal Engine
- Currently only Shading Models present here Are Supported. More to come in the Future
- You can see examples of these Materials in The Sample Project
Dielectric
How to Get:
- Shading Model: Default Lit
- Blend Mode: Opaque
- Set Roughness to 1
- Set Metallic to 0
Usable Material Pins:
- Base Color
- Specular
- Emissive Color
- Normal
- World Position Offset
Supports: Direct Lighting, Detail Lighting Remarks: The Raypath Terminates when Hitting this Material
Foliage
How to Get:
- Shading Model: Two Sided Foliage
- Blend Mode: Translucent
Usable Material Pins:
- Base Color
- Emissive Color
- Opacity
- World Position Offset
Supports: Boolean Opacity, Foliage-Specific Lighting Remarks: The Raypath Continues until it Hits an Opaque Part of the Texture, Raypath stops Evaluating Foliage after too many Foliage Hits. I recommend Reducing Transparent Surface Area by Increasing Geometry detail, especialy for areas with dense foliage like grass (Poly Count cost < Rays Per Pixel Cost)
Dielectric Mirror
How to Get:
- Shading Model: Default Lit
- Blend Mode: Opaque
- Set Roughness below 0.5
- Set Metallic to 0
Usable Material Pins:
- Base Color
- Roughness (from 0.0 to 0.5 range)
- Emissive Color
- Normal
- World Position Offset
Supports: Direct Lighting, Reflection, Fresnel Remarks: The Raypath Continues by Reflection when Hitting this Material, Roughness also Controls Fresnel
Metallic Mirror
How to Get:
- Shading Model: Default Lit
- Blend Mode: Opaque
- Set Roughness below 0.5
- Set Metallic to 1
Usable Material Pins:
- Base Color
- Roughness (from 0.0 to 0.01 range, acts weirdly as of now)
- Emissive Color
- Normal
- World Position Offset
Supports: Reflection, Fresnel Remarks: The Raypath Continues by Reflection when Hitting this Material, Roughness also Controls Fresnel
Translucent
How to Get:
- Shading Model: Default Lit
- Blend Mode: Translucent
- Refraction Method: Index of Refraction
Usable Material Pins:
- Base Color
- Emissive Color
- Opacity (Used as Absorbtion)
- Normal
- World Position Offset
- IOR
Supports: Translucency, Absorption by Distance, Simplified Reflection Remarks: The Raypath Continues by Refraction, Acts as Thin Translucent when a Valid Backside isnt found, This is useful for Windows, Opacity acts Differently in this mode
Water
How to Get:
- Shading Model: Subsurface (I cant use SingleLayerWater as it messes with the Material Pins)
- Blend Mode: Translucent
- Two Sided: Enable if observable from Below
- Refraction Method: Index of Refraction
Usable Material Pins:
- Base Color
- Emissive Color
- Opacity (Used as Absorbtion)
- Normal
- World Position Offset
- IOR
Supports: Translucency, Absorption by Distance, Simplified Refraction Remarks: The Raypath Continues by Reflection
Unlit Opaque
How to Get:
- Shading Model: Unlit
- Blend Mode: Opaque
Usable Material Pins:
- Emissive Color
- World Position Offset
Supports: N/A Remarks: The Raypath Terminates when Hitting this Material
Unlit Transparent
How to Get:
- Shading Model: Unlit
- Blende Mode: Translucent
- Two Sided: Enable if Needed
Usable Material Pins:
- Emissive Color
- Opacity
- World Position Offset
Supports: Transparency Remarks: Raypath Terminates when Opacity is above Treshold. Raypath Continues along Previous Direction when Opacity is Lower than Treshold