Basic architectural glazing material in UE4

Software:
Unreal Engine 4.18

  1. Create a new material, and double click it to edit it.
  2. In the Details panel, under Material, set Blend Mode to Translucent.
  3. In the Details panel, under Translucency, set Lighting Mode to Surface Translucency Volume.
  4. Set Base Color to White.
  5. Set Metallic to 1.
  6. Set Roughness to 0.
  7. Create a Fresnel node and connect it to the Opacity input.
  8. In the Fresnel node, set Base Reflect Fraction to control reflection amount in perpendicular surface viewing angle (front).
    * Note that its connected to Opacity, but since the material is basically a flat mirror, when it’s not purely transparent it will be reflective.
  9. In the Fresnel node, set Exponent to control the reflection amount falloff curve from perpendicular surface viewing angle (front) to parallel surface viewing angle (sides).
    * Higher values will create a steep falloff curve, resulting in less reflection in most viewing angles.

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Related:

  1. 3ds max & V-Ray to UE4 Datasmith workflow
  2. UE4 – Material Fresnel Node
  3. Understanding Fresnel Reflections

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