I’m reaching out to you all today with a perplexing issue that has me stumped - a transparency dilemma in Unreal Engine 5.2.1. Your expertise and insights would be immensely appreciated!
Problem Description:
While working on a project, I encountered a baffling issue related to setting transparency to a material. Despite following standard procedures and troubleshooting common problems, the material does not exhibit the expected transparent properties. The issue persists, affecting the visual fidelity and realism of the scenes.
Reference Video:
I’ve found a video that somewhat relates to the issue I’m facing, though it doesn’t provide a solution for my specific problem: https://www.youtube.com/watch?v=72j2coQz0X0
Seeking Your Help:
Have you encountered a similar issue before?
Are there known bugs or workarounds that address this problem?
Any insights into potential solutions or troubleshooting steps?
Connect & Collaborate:
Feel free to drop your thoughts, suggestions, or solutions in the comments below. If you prefer a more direct approach, my DMs are open for detailed discussions.
Additional Info:
For a more in-depth look at the issue, I’ve documented the problem, steps taken, and other relevant details in the video. Please take a moment to view it and consider any solutions or advice you might have.
Sharing is Caring:
If you know someone who might have the answer, please consider sharing this video with them. Your share might be the key to resolving this issue.
Thank you for taking the time to engage and assist!
Unfortunately these behaviors are to be expected for real time, deferred rendering. There are some solutions.
Enable order independent transparency in the project settings. This resolved most depth sorting issues as of UE5.
Blur is usually as a result of Temporal Anti Aliasing. You can disable it, but you’ll have aliasing artifacts instead.
Increasing resolution improves the quality of dithered masked opacity.
Look into the “custom depth” stencil buffer, which would allow you to draw the liver in front using a postprocess, even if the body is totally opaque. It is probably the most straightforward solution, and is commonly used in games to highlight things that would normally be obstructed by opaque objects.
The “Enable order-independent transparency” option is already enabled in the project settings, but the issue is still showing. I was able to find an alternative by setting “Ray tracing” to “Translucency.” The Blur issue is indeed the cause of TAA. I’ve checked the “Custom depth” stencil buffer, and I think this would work, but I have 1k+ materials/mesh for my model, so I might have to apply this setting to all materials/mesh, which I think would really take much time. So, I am looking for a different approach that doesn’t really need much effort. But if there isn’t, then I think I have no choice
You should be using master materials and material instances. This allows you to create a material once, and all changes propagate to its children materials automatically. Why are there so many materials for the mesh?