Hi, What is the point of the BlurSamplesOffset node in your graph? I'm pretty sure it does nothing. It implies it will do a blur but that node does not do any blurring. Also, any further updates?
UE4's lack of forward rendering is a huge pain for stuff like hair, but on the other hand they re-implemented dithered transparency. A while back I did a project in UE4 with a character that had hair, and from what I can tell, this area is essentially the Wild West as far as UE4 is concerned. I think they put Dithered…
Ya they talk about the process but that does not work in UE4. Largely because UE4 is s Differred rendering. I'm finalizing the node network so it can be instanced properly. then I will pose each layout and its connections. As always if any one has some good feedback or solutions let me know.
I was still racking my brain on how to go about it, so when I got home I cobbled together a quick material using some junky old models and textures I had laying around: It's by no means a perfect way of achieving hair transparency, but it's got some good points to it. Since it's 1-bit transparency, it doesn't suffer from…
So after combining a few foliage setups and your dithering process. I found the video from the UE4 guys and its pretty much forcing dither. They pretty much take a noise image and run a panner node on it to animated the noise and fade the edge. I couldn't get a result that looked better then the dither. last thing I have…