I’m wondering, is it possible to have two materials of different blend modes on the same mesh within blueprint?
I am trying reveal a transparent version of a material when the player passes a certain threshold.
I need it to be the opaque version when in front of a threshold, and translucent/emissive when behind it/ crossing a certain point.
A similar technique is used in rocket league when you go behind one of the goals.
It looks to me like they use two models, with opacity masks (one flipped), but it causes crappy render order bugs and z fighting in some areas. I was hoping maybe ue5 might have a work around.
Hopefully you can see the seam in the image. It’s hard to tell when its not moving.
Thanks.
Maybe I didn’t explain it correctly though. I need the same mesh to show both materials depending on where the character is standing. When inside an area it displays the opaque, and when outside, the translucent one.
I guess its not possible without duplicating meshes?
I mean use a masked material then dither the opacity so it looks translucent when you need it to. Using a translucent material wont work, because you will get sorting errors when it is “opaque”.
Another option aside from using two meshes I guess is to do a material swap. (Use a single mesh, but have two different materials and just swap them in and out.)
But you may get a noticeable visual ‘pop’ when you swap the materials
Regardless… Materials can only have one blend mode, and triangles can only have one material assigned to them, there’s no way to blend a translucent material with an opaque one, any opacity “blending” you do has to be all done within the same material in a single blend mode.
To be honest it’s a little difficult to understand what is happening in that video, but a material swap might work fine. Otherwise my advice is use a material with masked blend mode.