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Translucent Material Invisibility

Using spotlights (because directional lights are not useful for what I want to do) I wish to keep the lighting that is found in directional lighting.

alt text This is what I want to see at any distance which is possible with directional lighting. However, at a distance, the translucent materials (atmosphere and clouds) disappear as seen below:

alt text

Directional lighting keeps the atmosphere and clouds visible no matter the distance. I have tried post processing, light propagation, light importance.

Any clues on how I can do the lighting?

I have seen the video Demystifying the Dot at 53+ minutes, but it still doesn't do what I want. I'm trying to make a multiplayer game in which planets are light from a single source. I like the use of spotlights because it allows more control over what is seen, but translucent materials seem to turn invisible because the light isn't reaching the camera.

Product Version: UE 4.11
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asked May 13 '16 at 01:03 AM in Rendering

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avatar image RimmyD May 18 '16 at 07:03 PM

Are you certain this is not caused by Temporal AA blending your samples? (Can test by changing AA method in unbound post process to FXAA/none)

Transparency has an option for Responsive AA which keeps most of this from happening if it is the problem.

avatar image Thkaal Sep 19 '16 at 10:38 AM

That did no change whatsoever. Others have commented on this strange invisibility for translucent materials.

avatar image RimmyD Sep 23 '16 at 04:33 PM

Oh boy, this was a while ago. Could be a distance sorting issue. Have you tried collapsing your system down to a single material with overlayed clouds/atmospherics?

This could also be a mesh/texture LOD issue to some extent, could try setting your cloud texture to noMipMaps as a quick test.

avatar image Thkaal Sep 24 '16 at 04:48 AM

I have tried changing to noMipMaps. the thing is, I noticed this mostly with only this one planetary blueprint. I bought it from the marketplace, and the maker of it hasn't answered this question saying to use the directional light. I have tried altering the distance using the console commands: r.TranslucencyLightingVolumeInnerDistance and r.TranslucencyLightingVolumeOuterDistance which seem to work but they get weird after a while. Strange artifacts and behaviors start to happen.

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