Rendering issues

Please see the attached images, the only difference between the 2 objects is that one’s material is set to “translucent” for the blend mode the other is set to “opaque”

As you can see in “image1” with the red circles the polygons are rending improperly

As you can see in “image2” the darkness of the statue is quite a bit darker when the only difference is the “blend mode” to be totally clear there are 2 objects exactly the same excluding that material setting, however one is just a bit off of the other to show the problem

http://puu.sh/lVGqm/01421a4514.jpg

http://puu.sh/lVFMk/11a971016d.jpg

Hi Botanicvelious,

I’ve moved this out of Bug Reports as this is a likely a content issue your scene that needs to be corrected. I managed to locate the asset in your scene from the Infinity Blade Fire Lands pack for Env_Fire_MelancholicTroll02. This is the one I assume is being used, or it could be the Troll01 asset. Kind of hard to tell from the angle of the shot though.

I took a look at both these assets with a similar light placement but nothing is wrong with them that I see.

Some things to try, Isolate these assets by themselves in the editor by selecting it and the light and right-click and navigate to the Visibility menu and choose Show Only Selected. See if the issue is still there. This will at least let you know if there is anything else that could be interacting other than the Light and Mesh causing the artifact.

Make sure that your light source is not clipping into the mesh. Try moving it further away from the asset to see if that helps.

Thank you!

Tim

Env_Fire_MelancholicTroll01 was the model, I created a 4.10.1 project and zipped it up demonstrating the issue. As you can see there is a light issue as well as you can see the wrong triangles rendering.

Testcase project [Broken.zip][1]!

http://puu.sh/lWSTK/ed5a3aed55.jpg

This is a translucency sorting issue. I have one solution that will resolve it, but it will not produce the same lighting results that you get from using an opaque material. I’m not entirely sure the reasoning for using a translucent material for this, but regardless here is a solution.

I’ve attached your project with a material fix and the statue is now in a blueprint so that this can work. link text

Just drop this copy everything in this content folder into your Broken project above that you linked. That way you can see what’s going on.

Here were the changes.

  • Material graph has been updated to render this mesh in using custom depth and pixel depth plugged into the opacity input.
  • The trouble asset was placed into a blueprint.
  • Added another static mesh component with the same mesh mesh.
  • Remove the material from the newly added asset and assigned the default worldgrid material.
  • Under the Rendering tab in the details panel in the BP for the added static mesh with the world grid material the option for Render in Main Pass has been unchecked and the option for Render CustomDepth has been checked.

This will resolve the issue you’re seeing. You will notice in the map that the lighting on the translucent material is incorrect compared to the default opaque material and this is to be expected. If you need correct lighting you will need to use an Opaque material for the best results.

I hope this helps.