I have a PNG image with alpha channel, and I want to add it to my scene. I need the material to transition from transparency to emissive and then back to transparency. The problem is that I can either cut the PNG based on the alpha channel or control the transparency.
The best way to accomplish what you want is to make it masked and use dither temporal aa. It’s a pixel-space effect that imitates transparency using either fully visible or fully invisible pixels (this is also more efficient performance-wise than transparency):
I came to UE5 from Cinema 4D, and it’s really strange that you can’t use both parameters simultaneously. Сonstantly trying to find workarounds in the software you’re working with feels absurd. However, it did help. Thank you so much!
Once you get used to it I think you’ll like it - like the others said, as UE is a game engine, it uses a fast type of masking with the dithered masking.
You can use the transparency like in Cinema 4D, not using the Mask pin, but any value under 0.33 into the transparancy pin becomes masked out (you can control that figure).
There are also some cool features that use both pins you’ll find out about in the future - when using a mode called “SubSurface Opacity” you use the Mask pin to control the Mask, and then the opacity pin to control how much “SubSurface” color comes through.