I’m a total noob on UE4 but I’m starting to get a feel for the engine and how it all works. But I’m still struggling with the materials in UE4. I have a background in 3D modelling and rendering, and I’m used to the traditional shader types (C4D, Poser, Carrara, DAZ Studio etc) where you typically set specular lighting and a shininess amount to control how shiny a surface will appear. It’s just recently (kind of) when Iray shaders became sort of established as an option in rendering software programs. I’m not sure if UE4’s shading system is in fact Iray but never the less it has indeed the same idea and characteristics. For example a Metallic and Roughness setting rather than specular and shininess.
And that’s fine with me. But I can’t wrap my head around how Opacity relates to the material settings in UE4. In C4D, Poser etc you can easily set any amount of opacity on any material and it will be transparent. UE4 however, will not let me do that. The default material in UE4 is set to Opaque blend mode, and then the Opacity node is grayed out. I can change the blend mode to Translucent and Opacity will become available. In which case the Metallic and Roughness settings starts to behave completely different compared to the default Opaque blend mode. It’s like the system assume I’m working with a clay or wax material. It’s seemingly impossible to create a shiny and metallic looking material.
Thing is, I want to make materials for a fish character. And fish skin has a shiny almost metallic look, but I would like to make the fins half transparent. Is that even possible in UE4?