How to achieve such a result of rendering the material in ue4?
At the same time, the bush should not lose the ability to cast shadows on the ground
And this is how the same model looks in ue4
How to achieve such a result of rendering the material in ue4?
And this is how the same model looks in ue4
Hi
I believe this is a translucency overlapping issue. Try making the material Two sided foliage or Masked instead.
If you want to have a material to NOT receive shadow, you need to put the blend mode as UNLIT - but the only output you’ll get will be the emissive
Hope it helps
It doesn’t look like a matter of shadow casting to me, but rather shading which is a result of the normals. Shading occurs for lit materials whether or not shadows are cast.
Rather than using the foliage card’s vertex normals, trees and similar assets often use spherical or custom normals to fake shading, as the true shading is flat and undesirable.