UE4 - Translucency clipping / draw order of hair? (pictures)

polycounter lvl 6
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Croftyness polycounter lvl 6

I'm having trouble getting translucency to work correctly in UE4. The problem is that deeper layers of hair geometry are taking rendering priority over the ones towards the outside. The first image is a correct reference, the second image is how it's rendered in UE4 and the third image are the properties I'm using. I've done some quick googling and could only find 1-2 posts on the subject, my understanding from these posts is that there's no solution for translucent clipping. However I wanted to make sure I haven't overlooked something.

Any ideas or alternatives?



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