Description

With DirectX12 and Raytracing enabled, translucent materials are not showing the correct depth of field. 

 

Reported in version 4.25.3(CL 13942748). Tested and found in versions 4.25.3 and 4.24.3(CL 11590370). 

Steps to Reproduce
  1. Enable Raytracing and DX12 in project
  2. Import Automotive Materials Pack
  3. Import any test mesh (in my case a wine glass)
  4. Apply the MI_Glass_RT_Clear (or any other RT glass material from the pack)
  5. Add a PostProcessVolume and set Translucency and Reflections to Raytracing
  6. Add a Cine Camera Actor and play with the Focus to see changes to the Depth of Field.

Result: The translucent/refractive objects won't be behaving correctly, i.e. the depth of field on them will look wrong. It looks like they'd be inheriting the DOF properties of the objects behind them.

Expected: Depth of field working correctly on a translucent object.

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-100877 in the post.

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Unresolved
ComponentRendering - Ray Tracing
Affects Versions4.24.34.25.3
Target Fix5.0-m5
CreatedOct 9, 2020
UpdatedOct 13, 2020