Material not transparent on play

Hi,

i have made an ‘energy ring’ - a simple translucent emissive material in a ring shaped mesh.


in the Material preview, as well as in the viewport it works as intended.

But as soon as I hit play
image
it seems to break the transparency.
It’s not easy to see, but there is a slight, almost transparent black solid color where transparency is supposed to be. I am sure that my mask-texture is 100% transparent at those spots.
I’ve tried experimenting with all kinds of material settings.
Anyone ever seen something similar?
I thought it looks a bit like a premultiplied Alpha Problem - but changing that setting in the sourcetexture doesn’t make sense - I am generating transparency with black and white textures without alpha channels… I don’t understand why it would look different in the editor aswell.

kind regards

1 Like

Weird. Although I would suggest changing the material to unlit if you are only using the emissive channel and try to keep the plane size about the same as the VFX or else you will have unnecessary overdraw on all of the transparent pixels. You could also experiment with one of the other transparency modes. There are several with different performance characteristics and features that may be able to resolve the bug.

Edit: it may also have to do with fog. Which sometimes doesn’t play nicely with translucency.

Hello,
thanks for you reply.

I had previously set it to lit and already tried the blend modes.
I found my issue to be somehow related to raytracing. When I set my translucency from Raytraced to raster in my postprocess volume the problem is gone - but I can’t make it work together :thinking:

I would suggest disabling ray traced translucency for scenarios that aren’t glass or water. There is really no purpose for Raytracing translucency unless you are using it for refraction.

which I do aswell unfortunately :smiley:
I have Glass in the scene. Kinda annoying that this is causing me that much trouble. Still thank you for the advice.

You could use the setting the “max roughness” for ray traced translucency. This would allow smooth objects (like water and glass to use RT) while rough objects fallback to raster translucency.

Sounds good. It didn’t really work for me on first glance, but I’ll experiment with that idea for a bit.