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New Participant
August 16, 2018

Oculus Go - Transparency with Reflection

Hi,

I have had a good search and it appears in UE4 to create a reasonable water / glass material it seems like the limitations of GearVR means you can't have transparency with reflections using say SphereReflectionCapture actors (which appear to be the only type of reflections incorporated into GearVR).

GearVR appears to only use unlit and default lit so there is no way of accessing the Roughness pin with transparency on.

Is this a  UE4 or a GearVR limitation and if not I would be glad if someone can point me to a tutorial or example?

I am wanting to use the Oculus Go for architectural pre-visualisation so it's pretty fundamental having reflective glass. Am I missing something/

Cheers
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3 replies

Up and Coming
August 17, 2018
You need to change the transparency shading mode of the material as well, there are multiple ways it can do transparent lighting including volumetric lighting, forward rendering, etc, and not all of them support specular. You may also need to turn on the screen space reflections flag to get it to use reflection captures.
New Participant
August 19, 2018
Hi @owennwp, thank you for your reply. 

I've looking into forward rendering and achieved below par results but I'll do some more research. Was thinking of trying merged materials, one transparent and one like a mirror finish, not sure how that one will go.

Unfortunately the GearVR framework doesn't support SSR.

Any other ideas?
Up and Coming
August 21, 2018
It doesn't have to actually use SSR, that material flag simply forces it to do a full specular calculation, which includes SSR if enabled.