# Software Occlusion doesn't work on static mesh with multiple materials but 1 masked material?

**URL:** <https://forums.unrealengine.com/t/software-occlusion-doesnt-work-on-static-mesh-with-multiple-materials-but-1-masked-material/498856>\
**Category:** Rendering\
**Tags:** Mobile, occlusion-culling, unreal-engine, question, UE4-27\
**Created:** [February 16, 2022, 7:14pm UTC](https://forums.unrealengine.com/t/software-occlusion-doesnt-work-on-static-mesh-with-multiple-materials-but-1-masked-material/498856 "2022-02-16T19:14:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![R\_shed](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@R\_shed](https://forums.unrealengine.com/u/R_shed)\
**Post date:** [February 16, 2022, 7:14pm UTC](https://forums.unrealengine.com/t/software-occlusion-doesnt-work-on-static-mesh-with-multiple-materials-but-1-masked-material/498856/1 "2022-02-16T19:14:49Z")

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Alright, so my issue is that the mesh doesn’t get considered as an occluder if it has a masked material of any sort.

A way to fix this is to seperate the mesh into 2 meshes, 1 for masked and other for opaque but this will increase the drawcall count. Is there any other solution?

Mesh with 1 out of 2 masked material

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/c/e/7ceb8f1afdf5321a7e2ec712c389a48fa05c0e33.jpeg)  
Mesh with 0 out of 2 masked material  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/d/0/9d0e8c6cceecaae61e9e7b7fc42f23523ec09001.jpeg)
