Hello,
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?
Replies
So the second is to be expected, didn't use unreal in a while but there should be an option to your alpha to coverage
I'd suggest alpha test (masked) with a temporal dither note between your texture and the mask slot.
Thanks to AA the dithering is hardly visible and makes masked look really soft