UE5 Sheer Curtain (Voile) Material – Dithering Artifacts & Translucency Issue

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

  • Blend Modes

    • Masked

    • Translucent

  • Best result so far

    • Using DitherTemporalAA

      • Good performance

      • Visually closest to what I want


Issues

1. Dithering artifact

When using DitherTemporalAA, I get noticeable horizontal banding / stripe artifacts.

I tried:

  • Adding noise

  • Adjusting opacity input

But the artifact persists.


2. Translucent + Subsurface problem

When using:

  • Blend Mode: Translucent

  • 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:

  • Soft light transmission like a real sheer curtain

  • Subtle shading variation (top darker, bottom slightly shadowed)

  • No dithering artifacts

  • Game-friendly performance (avoid heavy translucent cost if possible)


Question

  • Is there a better approach than DitherTemporalAA for this case?

  • How can I eliminate dithering banding artifacts?

  • 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.