Hello!
I have created a blender model for a building, and the building has many windows. Whenever I apply a material with the blend mode set to translucent, this is what happens:
I’d recommend not using translucent materials for a variety of reasons such as this. If you must, you can try changing settings like enabling “sort triangles” on the mesh or “order independent transparency” in the project settings.
But this is why games like Spider Man used shader/material trickery to fake the appearance of translucent glass. I would suggest doing the same, and there is even a built in nodes for it called “interior cubemapping” or something like that.
Most likely you’re using a Nanite mesh and applying a translucent material to it forces it to display the fallback mesh instead which is much lower quality because Nanite does not support translucency.
Bananable is correct, you should not be doing this with translucent materials, but if you must then you will need to split the translucent geometry into its own mesh and make it non-Nanite.