Weird glass material behavior

TestCube.zipI am working with SU7
Beta. I know overlapping glass materials are not supported, but this issue is
completely different. Somehow, only the front face of the glass polygon is
transparent, whereas its back side is not transparent and is mirror-like:

You can see a simple cube with
one face detached and moved away. The glass material is pplied to the detached
face and to the opposite side of the cube. The polygon facing the camera on
the cube is transparent but the back side of the detached face is not. Here’s
what’s happening on the other side:
So now it’s vice a versa. Here
are my material settings:
Another object in my scenery
compiled with an earlier SDK version shows transparency both ways no problem.
Any advice? Thanks. UPDATE: It seems to work fine if I duplicate the face with
the glass material applied, flip its normal and remove the double-sided
checkmark. However this doubles the polygons, not sure this is what was
intended. Previously the double-sided property worked just fine. UPDATE 2:
Seems I have figured this out. It is caused by Roughness factor set to 0 as
previously advised here at devsupport. Roughness 0.5 gets everything back to
normal. Did this change again in SU7?

Hello @ZdenniZ Using multiple overlapping glass layers is no longer an issue.
This is part of the changes that came with SU7. Your problem comes from using
the double sided property. This should only be enabled when shading is not
very important as the normals are not changed for backface. You want to
duplicate faces and invert normals yourself to have a real and correct double
sided material. This was already a problem before but has become more visible
with the new glass material. @Nocturne FYI Regards, Sylvain