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5: Materials Setup

ADM8 edited this page Jun 6, 2026 · 6 revisions

Creating Materials

  • Materials In Aquaray Work Differently than Standard Unreal Engine Rendering
  • Currently only Shading Models and Features 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, Ambient Occlusion
Raypath: Terminates when Hitting this Material

Dielectric Mirror

How to Get:

  • Shading Model: Default Lit
  • Blend Mode: Opaque
  • Set Roughness to 0
  • Set Metallic to 0

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Normal
  • World Position Offset

Supports: Direct Lighting, Reflection, Glare
Raypath: Continues by Reflection

Metallic Mirror

How to Get:

  • Shading Model: Default Lit
  • Blend Mode: Opaque
  • Set Roughness to 0
  • Set Metallic to 1

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Normal
  • World Position Offset

Supports: Reflection, Glare
Raypath: Continues by Reflection

Foliage

How to Get:

  • Shading Model: Two Sided Foliage
  • Blend Mode: Masked

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Opacity Mask
  • Normal
  • World Position Offset

Supports: Masked Opacity, Foliage-Specific Lighting
Remarks: You must disable Tangent Space Normal and Force a World-Space Normal (like 0,0,1 for grass) in The Material Graph to get Correct Lighting
Raypath: Terminates when Hitting this Material

Translucent

How to Get:

  • Shading Model: Default Lit
  • Blend Mode: Translucent
  • Refraction Method: Index of Refraction

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Normal
  • World Position Offset
  • IOR

Supports: Translucency, Absorption by Distance, Simplified Reflection, Glare
Remarks: Refraction is not Physicaly accurate as this Version of the renderer cant handle Total Internal Reflection
Raypath: Continues by Refraction when Hitting this Material

Thin Translucent

How to Get:

  • Shading Model: Thin Translucent
  • Blend Mode: Translucent
  • Lighting Mode: Surface ForwardShading

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Normal (Reflections Only)
  • World Position Offset

Supports: Translucency, Tint, Simplified Reflection, Glare
Remarks: Normal Maps in Refraction are not supported as the Refraction Pipeline is not Complete
Raypath: Continues by Incident Vector

Water

How to Get:

  • Shading Model: Subsurface (I cant use SingleLayerWater as it messes with the Material Pins)
  • Blend Mode: Translucent
  • Refraction Method: Index of Refraction

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Normal
  • World Position Offset
  • IOR

Supports: Translucency, Absorption by Distance, Simplified Refraction, Glare
Remarks: Refraction is not Physicaly accurate as this Version of the renderer cant handle Total Internal Reflection
Raypath: Continues by Reflection

Lit Transparent

How to Get:

  • Shading Model: Default Lit
  • Blend Mode: Additive (Translucent is already taken by a different Shading Model
  • Lighting Mode: Surface TranslucencyVolume (at least)

Usable Material Pins:

  • Base Color
  • Emissive Color
  • Opacity
  • World Position Offset

Supports: Direct Lighting, Ambient Occlusion, Transparency
Remarks: Intended for special Effects, not too Optimized
Raypath: Continues by Incident Vector

Unlit

How to Get:

  • Shading Model: Unlit

Usable Material Pins:

  • Emissive Color
  • Opacity (to use, set Blend Mode to Translucent)
  • World Position Offset

Supports: Unlit Lighting, Optional Transparency
Raypath: On Opaque: Terminates when Hitting this Material. On Transparent: Continues by Incident Vector

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