Blending/semitransparent alpha for TGA/PNG
I would like to use semitransparent/blending alpha in TGA (or PNG) pictures. When I import TGA(32bit) to UE4, the final quality of rendered picture is terrible. It's showed on screenshots:
In Photoshop - how it should look like ![In Photoshop - how it should look like]
in UE4 - texture editor ![in UE4 - texture editor]
in UE4 - sprite editor ![in UE4 - sprite editor]
in UE4 - editor render ![in UE4 - editor render]
As you can see, after import to UE4 in texture editor the alpha blending is ok, but picture is little bit compressed (why?), in sprite editor the alpha is without blending and final render is terrible. What should I do to fix it?
Hey thobias -
By Default the Sprites in Paper2D use a Masked Material, in order to get the smooth transition like you have in Photoshop you will need to use a Translucent Material, which is also provided in the Paper2D directories (MaterialInstanceConstant'/Paper2D/TranslucentUnlitSpriteMaterial.TranslucentUnlitSpriteMaterial')
answered Dec 04 '14 at 03:11 PM
Lovecraft_K ♦♦ STAFF
I want to know, how you guys would export 2D semitransparent layers from PSD for import to UE4 (and have correct borders/alpha). Exporting TGA files (videotut here http://youtu.be/oh2WGL8hvPo from every PSD is time consuming. Also when I make edit of PSD, I have to re-export new TGA that have different positions ale re-import in UE4 make mess with whole scene.
There must be a simple way, how save PSD with correct alpha and imprort it in to UE4.
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