Hello everyone,
I’m encountering a persistent issue in Unreal Engine 5.6 while working with transparent materials using the translucent blend mode and ray tracing enabled.
I have two objects in the same scene:
- A standard UE5 sphere from the Engine’s default shapes
- A custom mesh made in Maya
Both are assigned the exact same material setup:
- Material Domain: Surface
- Blend Mode: Translucent
- Two-Sided: Enabled
- Lighting Mode: Surface ForwardShading (for ray tracing)
The material looks perfect on the UE5 sphere — clean transparency, nice subsurface-like behavior.
However, on the Maya mesh, I get visual artifacts, noise, and inconsistent shading — especially in shadows and reflections.
Here’s what I’ve already tried in Maya:
- Remeshed and retopologized
- Recalculated normals and softened edges
- Cleaned the geometry (no ngons or lamina faces)
- Created new UVs
- Triangulated and exported via FBX with tangents and smoothing groups
Despite all that, the issue persists only on the imported mesh, not on native UE shapes.
Has anyone experienced something similar? Could this be a mesh density issue, shading model limitation, or vertex normal precision problem?
Any suggestions or insights would be highly appreciated.
Thank you in advance!