Can´t keep the opacity of each pixel in the texture

Hello everyone, I’ve been trying to solve this for several hours, and I can’t find any references to this issue on Google, so I’m asking here to see if I’m lucky.

I have an image with transparency to which I applied a blur in Photoshop, and I saved it as a TGA with alpha.

When importing it into Unreal, it recognizes the transparency without any problem, but when applying it as a texture to a material, it removes the blurring and leaves the edges of opacity hard, without the blur.

Does anyone know how I can simply import a texture with alpha and respect the transparency level of each pixel?

Currently, it seems to somehow convert each pixel of the image to two possible stages, opaque or transparent…

The best I could achieve so far was to use the translucent mode, but it’s not accurate; the appearance of the objects is altered depending on what happens behind, for example, other objects moving with very contrasting light and dark areas… Ideally, if possible, using the pure alpha of the image in opaque mode would be best.

Thank you very much!

Hi, is it possible you have the material set as “Masked” rather than “Translucent” - when masked, it just doesn’t draw pixels below 33% (default) which sounds similar to what is happening for you.

Hello, RecourseDesign, thank you for taking the time to respond.

The blend mode is set to Translucent, but it doesn’t seem like a good method to me, because what is seen on the screen depends on what is behind the plane in that frame (if it’s a light color, it’s less visible than if what’s behind it is dark).

The idea is to simulate a foreground out of focus. Since the development is for Android, I couldn’t get the ‘Mobile Depth of Field’ to apply the effect as I wanted (I asked about it here: (Mobile Depth of Field), so I blurred the image in Photoshop.

What I wanted is for that photoshopped image with its Alpha, just as I made it, to be usable in Unreal (sort of drag & drop), but I can’t achieve it (maybe it’s not possible, although I doubt it…).

I’m fairly new to Unreal, so I don’t know if there’s a way to attach the scene without it being too heavy.

Thank you very much again!

No problem - can you post a snapshot of the results?

The problem is the difference in how the foreground looks depending on the luminance behind it. For example, if the luminance is low, it is well cropped and appears in its original size.

image

But if the luminance is high, the appearance changes.

image

What I would like is for it to always look the same, regardless of the luminance behind it.

image
image

But actually, the most complicated issue is the DOF for mobile… is this really the best that can be achieved with that effect? Is there no way to push it further, to make the blur more pronounced?

I think the problem is the top limit of 2 in the scale parameter:
image

Thank you very much for your time!

You may find that the amount of DOF there is ok, just hidden by the simple cubes, I just tested with vulcan mobile on some assets and it looked pretty good to me. Maybe adding some fog would help?

Regarding the texture - are you using that in a post process volume? Nothing comes to mind on what to do about that sorry.

Thank you very much for your kind response RecourseDesign, maybe it is just not possible to get a better result for Android, I´ll keep trying and will post here if by any chance I find some sort of solution for this issue.

And about the texture, I´m just use it as a raw texture in a material, nothing fancy there

Best regards!

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