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Building is see-through (z-buffer?)

Violet
polycounter lvl 9
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Violet polycounter lvl 9
Having a problem with transferring a simple building into UDK.

The building is fine, until I put on the material:

xdbDB.jpg

It's a simple 2048 TGA bitmap - I removed the alpha channel and made it's own alpha channel bitmap file.

It is visible like this with the blend mode set to blend_translucent.

6U8JZ.jpg

This is what it's supposed to look like in it's absolute base form (with no alphas):

GDdUd.jpg

Solid:

ycGel.jpg


Material with alpha working on sphere:

AFeLe.jpg

and not:

tj1sw.jpg

"In-game":

uuJUE.jpg

I've got loads of stuff with alphas and need to get some understanding why it's doing this? I've not used UDK before, any help greatly appreciated.

Replies

  • m4dcow
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    m4dcow interpolator
    Looks like some type of sorting error, try the blend masked or blend soft masked modes for the material.

    Another possibility would be to make the object a multi sub material, where you apply a translucent shader only to the parts that need it and the rest would be a regular opaque material.
  • cholden
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    cholden polycounter lvl 18
    m4dcow wrote: »
    make the object a multi sub material, where you apply a translucent shader only to the parts that need it and the rest would be a regular opaque material.

    This would probably be the best solution.
  • Violet
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    Violet polycounter lvl 9
    I tried numerous other blending options, but they all do the same thing with alpha channel!
    Also tried to re-export in FBX (1st was AIS). Confused!

    Is this a common problem with 'complex' static meshes?
  • sprunghunt
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    sprunghunt polycounter
    Violet wrote: »
    I tried numerous other blending options, but they all do the same thing with alpha channel!
    Also tried to re-export in FBX (1st was AIS). Confused!

    Is this a common problem with 'complex' static meshes?

    It is not a normal thing to apply a translucent object to a whole building like you have there. Sorting errors do happen to translucent objects but normally it doesn't matter because the object is much smaller.

    I would suggest you follow the advice of m4dcow and make separate material IDs for the parts you want to be transparent.
  • Violet
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    Violet polycounter lvl 9
    I tried the method described above and it worked perfectly! Thank you all!

    I applied two (four in the window) separate materials, one with no alpha (for building and assets), and the other with alpha using blend_translucent (for alpha details and windows). And then applied each to the relevant material ID in the model.

    In Max, each Multi-sub material needs a bitmap assigned and a text descriptor, otherwise it won't show in the 'static mesh editor':

    lNW1I.jpg

    (I missed one alpha'd polygon under the window).

    bvSPv.jpg

    Thanks once again!!!
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