Dirt on glass is black instead of colored, or no opacity at all

Hello, I’m struggling with the dirt and blood on my lantern. Here is the look I would want to achieve :slight_smile:


Then, I go in UE5, I switch my material to transcluescent, and plug the opacity map I exported from SP :

But the thing is that it makes all the dirt black, there’s no color at all, and you don’t really see the opacity of the glass. I tried to put the alpha of the base color map, but it gives the same thing.

Upon searching, I saw people saying that switching the material to masked and so putting the opacity mask in the other channel can work, and well, I have the colors now, but it doesn’t show the glass opacity again, and it shows the blood a bit too much in the shadow (but it might just be my lights inside, I didn’t really tweaked it for now)

This is my opacity mask :

So, is there something I’m doing wrong ? In both cases, I can’t see the opacity of the glass, and I can’t get the same result as in SP x)

Thanks in advance for your answers !

You need a different material for the body and the glass.

The body needs to be a standard shader, but the glass need to be translucent.

I forgot to say, that’s how I did it. They share the same base color, roughness and metallic map, but the object have two different materials, one for the glass part, and the other for the plastic and metallic parts.

Ok.

Translucent is definitely better than masked.

I can’t try it right now, but have you had a look at this pack?

There’s some good stained glass in there… ( it’s free ).

Thanks, I’ll check it and see how they did it !

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I suggest finding a material or a project that has a similar material/shader as the one you need. Then look at the shader options on the left side and see if there are any differences.

And…

That’s the tutorial where I saw I could plug the alpha of the base color in the opacity x) But I don’t understand how he can get the glass opacity and not me…

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Added the firty glass material, it gives me the same dark dirt… I’ll tweak the lights and all, to see if it’s because ot that or not…

You can put a multiply node on the opacity, to not just be a victim of the values in the texture.

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I think I was just a victim, lol. I added a stronger light, and the colors began to appear. I added a multiply as you said and now I see a bit more the opacity of the glass. I’ll have to tweak the opacity of the blood, now too present, but I think I have something. One last thing, so using the opacity doesn’t alter the shadows, like using the opacity mask would. Is there a way to combine both ?

Not really knowledgeable on that. Might be possible in one shader, or you might need two pieces of glass?..

That’s what I was thinking too. I’ll do some more researches, I would prefer to not have mesh overlapping, but if it’s the only solution, I’ll have to do it x). But thanks for your help !

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