Hi, I’m trying to make some interesting 64-bit-inspired materials with 2 sided transparency but I’m having trouble getting meshes that use it to sort their depth properly. For instance, on an example sphere primitive, they show up patchy as depicted below:
I know that there are expensive workarounds to UE4’s lack of OIT, but the ones that I’ve seen recommended haven’t worked for me. What should I do?
OK, thanks for the leads. I’ll look into it.
Holy cow, it worked! I’ve been trying to achieve this for a long time! I had almost given up! Thank you so much for the direction!
do you have an example of the type of effects you’re trying to make?
a couple common workarounds to the depth sorting is to mask the out the any transparency behind a translucent layer. google tom looman hologram to learn ho to cull inner triangles.
or to use the additive blend mode.
Edit: converted comment to answer
Although, the problem I’m having now is getting the black in my material to show up. Additive removes all black, so I’m in a bit of a pickle. The thing I’m going for is this, but again, with inner tris culled: