x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Separate Translucency and blendables

Apparently, blendables do not take in account objects who have materials that have the parameter "Separate translucency" on. 1.Is this normal?

I don't see any problem turning the option off but I wonder, does this option affect performance? 2.Which is the cheapest state, on or off?

In the Project settings I also find this option (http://puu.sh/fAGIt/8c0d5b053e.png). 3.Does this override all the material settings?

I ask these questions because we are facing steep frame rate drops for most particle effects we have, even simple ones. We can go from a stable 14ms to 20ms on GPU quite easily with bullet impacts for example even with relatively simple particle effects/materials.

  1. Besides overdraw, are there any other sources that could cause such bad perf drops?

Product Version: Not Selected
Tags:
more ▼

asked Feb 07 '15 at 01:04 PM in Rendering

avatar image

bigzer
625 40 61 80

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey bigzer,

Firstly, if your 'Blendable is within a 'Post Process Volume' and the material for the 'Blendable' has the option 'Separate Translucency' turned on, then your translucent objects will not be affected by 'Depth of Field'. If you are setting a global option like this within your 'Blendable' material, depending on how many translucent objects are in your scene, can have various effects on your performance.

The option within your 'Project Settings' which also has the 'Separate Translucency' will take priority over anything in your project. This also allows you to set whether you would like to completely 'Disable, Enable, or Enable on Demand' which gives you some flexibility when using the setting.

Another staff member here provided a user with a great answer on the feature as well as provided some extra insight on how and when to use it.

DoF and Translucency

https://answers.unrealengine.com/questions/149139/gaussian-dof-on-translucent-material.html

If you need some more information or have any other questions let me know and I will be glad to help.

Cheers,

Andrew Hurley

more ▼

answered Feb 07 '15 at 05:38 PM

avatar image bigzer Feb 08 '15 at 10:42 AM

On my end blendables/post process materials can not be set to 'separate translucency' : http://puu.sh/fDmjf/abeca2ee6e.png

This said it seems we don't need separate translucency for our project so its fine I will disable it directly on the project settings.

Thank you.

avatar image v_i_m Jun 25 '18 at 08:48 PM

So it's not possible to use DOF and fog with sprites?.. Because they don't work properly with depth? Separate Translucency doesn't exist anymore.. I think now it's called Render After DOF. That enabled sprites to be blurred, but the results are unusable. I have no control over depth, I played with all settings in all combinations I could imagine. Either all is blurry or all is a mess or all is sharp. I can't get blur to affect only the background or the foreground.. and Focal Distance and Focal Region don't make any sense, they don't represent distance from camera correctly. So sprites don't seem to want to behave like geometry no matter what shading model I'm using. I don't get this.. How do you blur & fog smoke or foliage.. far away from camera? It's basic 3D stuff you see in lots of games, and it should be using the same shading model. So similarly, how do you blur and fog, reliably, based on depth, 2D sprites?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question