I am currently creating a sheer curtain (voile) material as a game-ready prop asset in Unreal Engine.
However, I am having difficulty achieving a proper material setup.
What I tried
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Blend Modes
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Masked
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Translucent
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Best result so far
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Using DitherTemporalAA
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Good performance
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Visually closest to what I want
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Issues
1. Dithering artifact
When using DitherTemporalAA, I get noticeable horizontal banding / stripe artifacts.
I tried:
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Adding noise
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Adjusting opacity input
But the artifact persists.
2. Translucent + Subsurface problem
When using:
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Blend Mode: Translucent
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Shading Model: Subsurface
The entire mesh becomes uniformly bright, losing natural light falloff and causing it to look unrealistic in the scene.
Goal
I want to achieve:
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Soft light transmission like a real sheer curtain
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Subtle shading variation (top darker, bottom slightly shadowed)
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No dithering artifacts
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Game-friendly performance (avoid heavy translucent cost if possible)
Question
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Is there a better approach than DitherTemporalAA for this case?
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How can I eliminate dithering banding artifacts?
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What is the recommended shading model / setup for a realistic sheer fabric in UE5?
Any workflow, node setup, or production-proven approach would be greatly appreciated.
