I'm trying to achieve the exact same effect seen in the left corner. I have cracked glass pieces modeled similarly, but my technical art side not strong enough to find correct way to do it. I’m struggling to figure out how to get this result.
Thank you! I assume this one uses a flat plane for the window, but I got the idea. I’m using a thin box as the window and applied a Voronoi fracture for the broken parts. After creating a good glass material shader in Unreal, I can add an alpha texture like this in Substance Painter for more detailed effects. Thanks again for your response!
Yeah, it’s a plane, only two triangles. To make the textures I used a voronoi fracture system, tweaked the rotations a bit (for a better normal map) then baked it out to textures.
Hey! Thanks again! Your example helped me a lot, especially the metallic part on the edges. Additionally with a little edge wear made huge difference! What you think?
It's from Substance Painter and currently looks like this. I'm trying to achieve the same look in Unreal, but after many attempts, I still couldn't figure it out. I want to create an optimized shader for the glass and aim to use a single material for the entire window. I've gotten some results using dithering, but I'm not fully satisfied. Do you have any recommendations for this? In Unreal with dithering
For my portfolio presentation, I was obsessed with keeping the shader complexity as green as possible, but maybe I was being overly meticulous. Before seeing your comment, I decided to follow the approach you mentioned and separated the materials. Now, I'm using translucency and have achieved a look that's quite close to what I had in Substance Painter.
Adding a little bit to the bottom of the artstation page about your testing / investigation into the dithered clip would make your portfolio a bit more interesting than most.
Replies
Interactive demo:
https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/GlassBrokenWindow/glTF-Binary/GlassBrokenWindow.glb
Some explanation, and you can download the model here too:
https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/GlassBrokenWindow#description
What you think?
In Unreal with dithering
Dithered clip is better than undithered clip but unless you've got a very good reason to not use an alpha blend I don't see why you'd choose it.