
Once open, in the Details panel under the Translucency category, change the Lighting Mode from Volumetric NonDirectional to Surface TranslucencyVolume. Open up the Transparency_Material that was created above by double-clicking on it in the Content Browser. However keep in mind that having a lot of translucent Materials that have reflections enabled could cause performance issues. Objects that make use of Transparency can display scene reflections if the following options are set. Make sure to press both the Apply and Save buttons and the closed down the Material Editor.įind the Transparency_Material in the Content Browser and Right-Click on it with the mouse and from the menu that is displayed, select the Create Material Instance option. Then, plug the Scalar Parameter output into the Opacity input on the Main Shader Node. Next, connect the output of the Vector Parameter node into the Base Color input.Īfter that, name the Scalar Parameter to Transparency_Amount and give it a default value of 0.5. For this example, a color of white was input as the default color. With the correct Material Expression nodes added it is now time to hook everything together.įirst name the Vector Parameter node to Base_Color and give it a color value.

Once found click on them with the Left Mouse Button and drag into the Material Graph releasing the Left Mouse Button to place them in the graph. You can find the nodes by using the following names to search for them in the Material Pallet. Now that the Blend Mode has been correctly set, look for the following Material Expression nodes. With the Material now open, go to the Details panel and under the Material section set the Blend Mode from Opaque to Translucent. Name the Material Transparency_Material and then open it up by using the Left Mouse Button and Double-Clicking on the Material in the Content Browser. This way you can add the Starter Content to your project and not have to make a new one.įirst use the mouse to Right-Click in the Content Browser and then from the Create Basic Asset section of the pop-up Menu, select Material.
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If you have not included the Starter Content in your project you can look into the MigratingĬontent page for information about how to move content between projects.

This tutorial will make use of content that can be found if you included the Starter Content with your project. Setting up a Material to use Transparency can be accomplished in the following steps. Opacity: Used to define how transparent or opaque (How see-through / Non see-through ) a surface is. Transparency: Used to define if a surface can be seen through.

However this is only happening because the Material was setup so that it uses Transparency.Ĭhanging the Opacity on a Material that is not setup for Transparency will have no effect on how see-through that Material is. This makes the Material go from completely transparent, or see-through, to completely opaque, or non see-through. Starting on the left and moving to the right, the Opacity of the Material is increased from 0 to 1. In the image below, we can see this in action. Opacity refers to how see through a surface is while Transparency is used to describe that a surface can be see through. When dealing with Transparency in UE4 you will also hear terms like Opacity being used. Transparency can be used to simulate a variety of different real world surface types.īelow is a list of some of the most common uses for Transparency inside UE4. The areas in the middle have a varying degree of Transparency based on how close to Black or White the pixel in the Texture is.
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The Texture is a gradient that goes from Black at the top, or full Transparency, to White at the bottom, or no Transparency. The image above demonstrates how Transparency works in UE4 using a Texture to help define which areas should have Transparency and how transparent these areas should be. Inside UE4, Transparency works by allowing pixels to not be 100% Opaque, or non see-through, but have some varying degree of Transparency, or see-through. Transparency is the term used to describe a surface's ability to block or allow the passage of light.įor example, a brick would be an object that has no Transparency while stained glass would be an object that has Transparency. In the following How - To, you will learn everything you need to know about how to introduce Transparency to your Materials in Unreal Engine 4. However inside of Unreal Engine 4(UE4), Transparency is used to describe if a surface is see-through or not while Opacity is used to define how see-through the surface is. In the real world, these properties are often referred to as Transparency or Opacity and are often used interchangeably to describe the same thing. When creating certain surface types such as water or glass, you need the ability to make the surface not only see through, but also give the surface a sense of depth and color.
