Transparent Material Transmission Roughness

D5 Render Version:2.9.0.0500:
GPU RTX 3060
Driver Version: 32.0.15.6590
Blender Version: 4.2.0
Lack of Roughness in transparent material refraction

It seems like the Roughness slider inside the Transparent material template only affects amount of roughness in the reflection portion, not in the refraction portion, which leads to incorrect result when trying to achieve a rough look withing the transparent material.

The model was made in Blender and send to D5 using the Sync option in the D5-Blender add on

Bellow you can see a render made in D5 2.9 using a plane with this transparent material configuration.


The Glass is model with thickness of 1cm, and the roughness is being controlled by a texture of pure 50% gray, which should result in a material roughness of 0,5, but the same result can be achieved by using no texture map and setting the slider to 0,5

As you can see, no roughness is perceived in the refraction


Test Conducted in D5 Render 2.9

Here you can see a control test using Evvee with raytracing mode activated, and the configuration for the glass material with the same 50%gray image set to the material roughness


Test conducted in Evvee with Raytracing activated


Glass material in Evvee

With best regards, Christopher

1 Like

Hi there, This parameter describes the microscopic roughness of the material surface, which macroscopically affects whether the reflection is blurred or not.

Low roughness means that the surface is flat, and the reflection effect of the material will be closer to a mirror. The overall material will have a clear reflection. When the roughness increases, the material surface will become irregular, and the reflected direction will vary randomly. The overall material will have a blurred reflection.

In the second image you sent, I think that would be achieved through using the “Frosted Glass” Material in the Asset Library. Thank you.

Yes, i can achieve a similar result using the Frosted Glass material, but it limits my option as it uses another a normal map to create de frosted effect, thus i can’t use the normal map for a flutted glass, or another tipe of pattern glass with high roughness.


And with this method, even though the normal map displaces the refraction of the glass, you can see that it is completely sharp with no blurriness whatsoever caused by the roughness slider

I apologize for the inconvenience this issue has caused. We are aware that the Refraction should have its Roughness, and our team has already conducted preliminary research on this matter. It will be addressed in future releases. Thank you for bringing this to our attention.