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?
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
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!
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: