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