So gametextures emailed me because I was having trouble using one of their materials but I still cant figure out how to do this, Im about ready to tear my hair out in frustration, I tried doing it the way he said and it ended up like the image below and it doesnt work. What am I doing wrong
If you are using Unity, simply adding the _t file to the alpha channel will do the trick. If using Unreal however, you’ll need
To set the Material Blend Mode to Masked
Plug the _t map into the Masked Opacity channel of the material.
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Thank you again. Please let us know if there is anything else we can do to help you!
On the left, where it says Translucent you need to change to Masked, Translucent is for when you need multiple levels of opacity which is what the Opacity slot is for. Masked is black and white either fully visible or not, it has the advantage of having better performance and fixes some issues with layering.
Once you’ve switched it to Masked then you would plug your alpha map into the Opacity Mask slot
If your diffuse map has an alpha channel already in it, then you can use it from the last output on your texture node the one after the Blue channel output.
This is all you need to set up if you want a masked deferred decal. You can just ignore the preview window, just apply the material to the decal actor and you’ll see that it’s working.