The roughness maps for PBR glass materials are inverted by default.
To achieve a correct result the map has to be set to "inverted" again.
I assume this is a bug.
Solved! Go to Solution.
Solved by JM_Koester. Go to Solution.
When creating screenshots I realised that it looks correct when rendering in high quality.
Viewport raytracing and medium rendering gave a different result, therefore the map works as intended it was a mistake on my side.
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