Hi everyone,
I’m currently working on a vehicle project in Unreal Engine and I need some help creating a material for the headlight glass .
I already have a Normal Map that shows the detailed structure of the headlight surface (see attached screenshot), and I’d like to build a material that:
- uses this Normal Map correctly (with visible structure),
- allows me to adjust the color (e.g. red for rear lights, white for front),
- and ideally has some level of transparency or glass-like effect , like real vehicle headlights or taillights.
I tried both
Opaque and Translucent blend modes, but with Translucent I lose the detail from the Normal Map. With Opaque I can’t get any transparency.
I’ve attached two screenshots: one of my current Material Graph setup, and one of the Normal Map texture I’m using.
Could someone please explain (in a beginner-friendly way) how to structure the material nodes to achieve a proper headlight glass material with color and Normal Map detail?
Thanks in advance!