Translucent material scatters light

Hi :slight_smile:



I am trying to create a material, that is used as a path material. It is placed on a simple plane with 128 triangles, and stretched via a spline setup, which is tne placed a few untis above the ground.

The material is set to fade near the edges such that it will fade to the material below. In normal scene lighting it works like i intend to. But when i active a “flashlight”, which is set as a standard cone light in front of the character, it lights the mesh up in a funny way, like it is scattering the light along the mesh. As you can see the path is lit up behind the chars, and the ground besides the path is not.

Is it possible to remove this scattering effect, while still keeping the fading translucency, or how do i go about this. I am not interested in creating a landscape, as i also have rivers that follows the same procedure.

Thank you in advance :slight_smile:

Hey there. I see this post is a few days old so I hope you found your answer already. If not I would check a couple of things.

My first thought is you will want to increase the roughness value of that road material. When it is a higher value, closer to white, you will see less of a highlight.

I also notice that you are plugging in a clamped gradient value into the normal map channel. As far as I know the normal channel doesn’t work like a bump map and may be giving you undesirable results. Stick to just using normal map textures into that slot. Plugging the normal map into that slot but keeping the gradient in the opacity channel should give you the result your looking for.