I textured my coffee maker in Substance Painter. The carafe is set up to look like glass. Parts of my texture are supposed to be transparent. How do I set up my opacity in Unreal4?
in ue4 you plug your opacity nodes into the opacity slot in the material editor (pretty obvious) and then you change the base materials shading settings to be either masked, or translucent. Masked will mean that your opacity will either be on or off with no miground and translucent gives you the full range of opacity values.
I should have mentioned that I tried that already and my whole model is transparent. The transparent parts of my texture are visible but the rest is not. With my opacity texture plugged in do I have to have a sequence of other nodes to show up correctly?
are you using one material for the whole model? Unreal has very bad transparency self sorting issues and transparent rendering uses a different shading model to masked or opaque which isnt anywhere near as nice looking.
i'd try and break your model down into solid and opaque materials and see if that helps.
if you're modelling the interior of the glass too you might want to break that out into a seperate mesh so you can set the transparent sort order on it to be less than the outer glass which will force it to always render behind. you'll probably get better results from 2 single sided materials than 1 double anyway.
It will help with sorting, but if when you set it the material's blend mode to be translucent, and the opaque parts are transparent, but the transparent parts aren't, you still need to flip the values in your opacity map.
Alright. My transparency is working using separate materials on one object. My reflections don't seem to work though like they were in Opaque. I tried changing Translucency "TLM Surface" but nothing seems to work. Any ideas?
Replies
i'd try and break your model down into solid and opaque materials and see if that helps.
if you're modelling the interior of the glass too you might want to break that out into a seperate mesh so you can set the transparent sort order on it to be less than the outer glass which will force it to always render behind. you'll probably get better results from 2 single sided materials than 1 double anyway.
1: your unreal material is set to opaque. Set it to translucent.
2: your opacity map is inverted. black = 0. 0 opacity = transparent