You need to set the blend mode to transparent rather than masked. Masked is for areas of the material(in this case through your opacity mask map) that will or will not be rendered. Also to note, UE4 translucent materials can have alpha rendering issues when blended in this way. I prefer to set up glass/non-glass assets…
Yeah what I've done is plugged my opacity map from opacity mask into opacity, changed the blend mode to translucent and the lighting mode to Surface Translucency Volume. Aside from the bad rendering errors you mentioned I'm getting no surface detail as suggested on the glass in Quixel whatsoever. I'll get this post up on…
Sorry, I meant translucent. Did you also try setting the lighting mode under the Translucent rollout of the material to Surface Translucency Volume? You would probably be better moving this to the UE forum rather than QS(or better yet both)
Cheers for the response. I've tried translucent (as transparent isn't a blend mode option in UE4 apparently) to no avail, still showing as though it's set to 'Opaque'. I do appreciate that point though I was thinking that myself once I'd pretty much textured everything. Next time around I'll definitely be placing windows…
*Edit: Delete this duplicate post please. I've sinced moved it to the Quixel Suite subsection. * Evening, Starting the texturing phase of a mini summer project and I'm having some issues with the glass material. I'll admit I'm fairly new to alphas/opacity/translucency on the whole but otherwise quite well versed. I've…