Hoping someone out there might know what I have going on here. I’ve got a character that has some transparency in the material that makes up her top. Now, when the chrarcter has a hair groom attached - at certain angles, the hair falling in front of the top material does not get drawn. Move the camera closer, or to another angle and the hair will appear. Move camera again to another position, hair will disappear. It is not the hair disappearing into the character mesh etc. In the two shots below I froze the character and took the shots from different angles. I’ve gone back to both the creator of the hair asset and the character creator - but both can’t help. Does anyone know what’s going on?
Does anyone know somebody that might be able to tell me what’s going on here? From what I can see it has to do with draw order or something in and around that space.
I haven’t really worked with the hair so I don’t know if it’s also translucent or not. I’m guessing it is from the sorting issues. Priority might help or cause other issues.
This is usually why everything uses dithering. Sorting is otherwise a headache. Might have a better solution later in UE5.
Ok so yes - I’m pretty sure the Translucency Sort Order has something to do with this. However, no matter how I set values in this field - nothing changes. I’m not sure if I can do anything with the material’s themselves or not, in terms of redering order. I’m no master with materials at all. This must be something that developer’s come across in their projects I figure…
Easy way to fix any issue with hair is click on the material itself, look at the side panel you’ll see a bunch of settings there with values to change. You see Opacity & Transparency. Change the transparency value to darken the shade till you think it’s seen clearest, there are a few other settings you can adjust depending on what type of material it is.
You can also set texture settings in the material blueprint, useful for parts of eyes that don’t appear fully, you’ll have to add in the texture file to the blueprint if the eyes are all white on a model after export & show no texture, so you’ll have to just move the texture from folder to say cornea blueprint then connect it too the RGB colour settings for the material, then set transparency on the side panel options for the material surfaces then connect a pin to the transparency setting where you connected the texture, you may connect any Sub D textures there too for better quality or set metallics which some hair uses…
I find this useful for the Daz3d Editor, but it may have some practical knowledge of material settings for you.