Material opacity does not work

No matter how high I set the opacity it still does not work. The material will let through light but not anything else. I would like to be able to vaguely see things behind it. This is a translucent material btw.

The opacity needs to be less than 1 to let anything through…

I don’t know if that radial gradient node is helping.

Thanks. This makes it fully transparent. The Radial Gradient is to get a blurry effect. Spiral blur does not work in Ue4 (at least not with lighting). It does work well in Ue5 though.

It should be fully opaque at 1.

Yes. The problem is, I would like it somewhat transparent but not fully. Under 1 it is fully transparent and above it is only somewhat transparent. It is not fully opaque because of the radial gradient and translucent blend mode

What about this?

This is what it looks like for me at 1 opacity
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This is at 0 opacity

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As you can see, things behind it are not visible in opacity 1, but the blue light still shines through

There is no inbetween, only opacity on or off

The material graph is a bit shot, I think. You don’t want to be using emissive. Also the fact that it’s a circle mask is not helping.

What about noise mask I used up there, or this texture from the engine folder

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gives

Thank you for this, so I tried it and it looks like this

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Honestly can’t tell if I’m getting any blur effect?

And this is without the material instance (a little “blurry” effect, I think)

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My idea would be to acheive an effect similar to this

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Also thank you for replying, I never thought someone would ever see this post x)

Ah, blur, that’s different. Gimme a little while… Without spiral blur…

Thank you for trying!!! I’m very grateful :hugs:

Ok, I made this

You also need

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on the main node.

You can get various effects by fiddling with the refraction and opacity

The normal came from the engine folder

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But any distorted normal will do.

I see tutorials using ue4 with that spiral node. You don’t have it?

I like the material you made. I am able to get a lot of cool distortion effects with it.

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I do get some weird reflections from time to time but it looks pretty cool overall.

I think if I mess around with UVs more I can maybe get a map that makes it looks more like the blurry effect I want.

As for the spiral node the problem is the lighting. I followed this popular tutorial and it works fine in Ue5. Looks like this in Ue5:

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In Ue4 however it encounters some problems when lighting is used…

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Both these examples have a light directly behind the glass but it looks very different. I’m new to materials so not sure why this is. Some people in the comment section of that video also realised this problem.

Once again, Thank you very much for your help :smiley:

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I reckon I can get it a bit more ‘frosty’ and less ‘refracty’, but that will take a bit longer…

If you feel like it :slight_smile: I would appreciate it, but, I would hate to take up more of your time! I’m already thankful for the insight you were able to offer already!

I kinda love the effect I get if I pull up the refraction very high. It does give the weird reflections though.

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Nah, I tried, we have maximum frostyness, I’m afraid :slight_smile:

It looks a bit ‘drier’ if you raise the opacity and darken the white a bit

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Keep in mind if the frequency of the noise increases, this effect will begin to exhibit ghosting.

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That’s nice :slight_smile:

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Thanks, you were on the right track. The trick to frosted glass is that the refraction is from extremely fine detailed normals, so if you scale it small enough it works. The other trick is that it’s often laminated in smooth glass, so in my case I’ve kept the base normals smooth but am using a 2D pixel offset. Un-laminated or rough frosted glass would still probably look best without a normal, but with a higher roughness.

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