Im having issues with the opacity for a hair map. Simple alpha texturing makes the negative space a window through the rest of the model and Masked creates too harsh a transition. Creating a shader out of it resolves the prior issues but inverts the normals when 2 sided is turned on. Is there some method that elludes me or is this a technical limitation of the engine?
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Take a look here : http://udn.epicgames.com/Two/TextureSpecifications#DXT5
I wold try to create a FinalBlend shader for this material and play around with the ZWrite option.
http://udn.epicgames.com/Two/MaterialsFinalBlend
Using the FinalBlend I set the FrameBuffer to AlphaBlend, the options to all true, and tweaked the alphaRef # and pretty much achieved my goal. The void window effect might be feathered along the edges but if I tweak the original alpha with the alpha ref choke it should work seemless.
Edited:
I was mistaken, the void is exaserpated in-game and leaves me at square one.