Weird sorting issue when trying to do translucency

I have an RTX 2060 and I’m using vulkan on UE5.2, RTX is on. (DX12 hangs my gpu and crashes whenever I try to edit material nodes). I exported it as a gltf from blender with the default settings and it looks fine in there but not here. It’s supposed to be a slightly translucent inflatable.

Hey there @SusiTerry! Welcome to the community! It looks a bit like your normals might be inverted, could that be the case? You can check this by going back into blender, and using Shift + N to recalculate all the normals then import it again here.

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https://docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/normals.html

Alternatively if it’s actually a sort order issue we’ll have a totally different troubleshooting series. If that doesn’t work may I see the material setup as well?

I am also interested in the version of the engine you use for the glTF import and if you are importing directly in editor or with datasmith.
Can you check if the material is double sided?

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Material is single sided. I used Blender 3.5.1 and exported as gltf binary 2.0 and imported with the default unreal import. Sorry for the wait

Just left some time for Flavien to do their thing, but does setting it to double sided correct it? If so that might point at the normals or a possible format import issue they might be getting at with that question.

no. sorry I replied super-late. having computer issues

No worries! If the model itself isn’t proprietary or anything, could I take a look at the glb file itself? I’d like see if it imports the same way here and if so maybe tinker with it a bit. Alternatively if not, more questions!

Do all materials apply with other portions coming through?

Believe I dm’d it to you, let me know if I didn’t

So it seems that it could be that we need a specific sort order policy. Think I figured it out. In my test project I had this setting on due to working with glass and didn’t realize this isn’t enabled by default for fresh projects.

95% opacity working great now:

Give it a shot and let me know how it goes!

cool. think that’s regular alpha, what about alpha blend which is the specific I want to use?

Looks like this fix works for both composite alpha and standard translucency on my side. Are there still issues on yours?

have to check

No worries and no rush! Let me know if that sorts it! This feature has a couple of drawbacks with other visual modes, but from my testing in your use case it seems great!

ok got it working now. is it not possible to have something be shiny at see through at the same time?

It’s absolutely possible, but it reacts a great deal differently than it’s fully opaque siblings in that you lose some control. I’m not super well versed in materials, so there’s likely a way to get a cleaner look across the board.

For example: mashing specularity and a bit of metallic gives you some sheen, but it’s faded as the opacity doesn’t reduce where reflections/specs are.

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