Solving Translucency in UE4

Hello everyone, we are happy to announce this pack has been released on the marketplace. In this translucent pack we have tackled some fundamental limitations of translucency in UE4 for the most photo-realistic results possible. We have included a varied number of all the different types of translucency to drag and drop for the highest quality results instantly.

We have attempted to crack the trouble with translucent curtains. Many people in the past have used pre-baked textures to simulate how light comes through brighter in areas directly over a window. Also often times you can get a curtain to look ok from one side but not the other side. We have achieved very realistic curtains using a combination of a few techniques.

Package Features:

•Full glass decal system that allows general height constrained decals as well as pinpoint decals. An example of this could be the included vase with a flower. 13 decal materials have been included.

•A defining line function to combat background blending. Another great use for this function is inner mesh blending. This is where for example the front top rim of a cup can blend with the back side, making it hard to diferentiat the front from the back.

•The ability to control the front side opacity of a mesh separate from the back side. This can be very useful for meshes such as cups, and is especially useful on complex translucent objects such as chairs.

•One of the most useful and defining features of our glass material is the ability to simulate blending of a two sided and a single sided material based on height. This is very useful for eliminating the backside of the base of a mesh where geometry should not be seen. We have provided a similar function for subsurface, allowing to distribute it along thicker sections of glass.

•The most important part of making liquid look real in a glass is what is called the meniscus. This is the top, thicker part of liquid. We have provided a function allowing total control over the shape and look of the meniscus. Many functions exist to customize the type of liquid you would like. A few examples have been included in the package, and water templates have been provided for the rest.

•Controlling the location and general distribution of bright areas vs dark areas using a light mask function.

•Our material allows you to affect the front of the curtain separately from the back. This function is different from what is used on the glass material. The function gives a separate set of parameters and the material swaps when the camera views the curtain from the other side.

If you have any questions please let us know, thanks.