Hey guys, had a bit of a issue with the Blender to Unreal pipeline here. Alphas are setup
different inside of Blender.
I made this tree inside of Blender:
Inside of Blender, the alpha works with just this setup:
But, inside of unreal it looks like this:
I assume it’s the way the material is also setup inside of Unreal. I also here I might need
a separate image texture called an ‘alpha mask’, which is a black and white version of the
image it seems. The area that’s supposed to be transparent being white. I’m using a texture I got from CGgeek this is what it looks like:
This is what my Unreal material currently looks like:
Also, another issue I’m having is with this Bark material. It appears extremely dark
when inside UE5. Here are the images pertaining to that:
Any help or advice would be appreciated.
-[EDIT - SOLVED]-
I’ve made some progress on my problem. I learned that there is yet another way of
achieving transparency virtually. Blender could use the alpha channel included in images
that had them. But Unreal engine uses Opacity Masks. A black/white version of your image. Where the white area highlights and protects the color information of the image. And the black area is the area that is rendered transparent.
I had to convert my image to black and white using GIMP, an open source alternative to photoshop.
Then, back to UE5.
This basic setup you see here is all it took. No wonder no one bothered answering my
nooby questions. But every nooby question is a rabbit hole it seems, leading to more complex things.
For example, this ugly ■■■ tree. I still need to make the bark look normal, and I have to
rearrange the leaves to be more appeasing in-engine.
Until then, I’ll upload my progress, feel free to give advice.