[4.11] Separate Translucency still not working

As in this post: [4.7.6] Separate Translucency Not Working - Asset Creation - Unreal Engine Forums

“It appears that Separate translucency is being ignored.” - Kenomica

Being ignored in materials as well…

Because the bug still persists in 4.11 and is a bit different I decided to open a new post. Of course all necessary settings regarding separate translucency are set properly.

Our problem

We have set up a post process material to render distant objects in a desaturated tint.

For that we grabbed our Scene Color via PostProcessInput0 …

… and manipulated it via the Scene Depth material node. You can notice the orange holograpic cubes do not have any depth information, since they are translucent.

Thus the final result looks rather weird, because the cubes get tinted half by the distant rock’s scene depth and half by the close rock’s scene depth.

Our approach…

to solve the problem we thought of getting the Separate Translucency inside the material, use its alpha channel to mask out the cubes from the tint effect and/or use the RGB values to re-add the cubes’ color back to the final result if needed. But as it looks, the Separate Translucency just delivers completely white values, no matter what channel extracted by a Component Mask. Custom Depth as a replacement for Scene Depth didn’t help either.

So the question is:

How can we correctly get the separate translucency inside a material?

Hey Kalabrix,

In order to use Custom Depth you need to use an opaque material, or it won’t render into the Custom Depth buffer. One workaround used is to create a secondary static mesh using the opaque material. Set Render to Main pass to False, and Render Custom Depth to True.

Below is an example of how to get custom depth working for a simple opaque mesh and a custom depth post process blendable.

Custom Depth - Blendable

95785-customdepthblendable.png

Custom Depth Visualization

You might also derive some helpful information from another one of our staff members who wrote a helpful guide on [Custom Depth in Unreal Engine 4][3].

Let me know if you are still having issues and need further assistance.

Cheers,

Awesome, that helped like a charm!

The cubes are rendered like intended. Now, there is only the same issue with all particle systems. Is there also a workaround for them?

Furthermore, the SceneDepth related effects (blue tint and outlines) make mesh edges flicker, like when you look through the hot air above fire. Notice the normally behaving edge close to the camera or far behind the effects. I think the SceneDepth does not update correctly each frame. What do you think?

95865-scenedepth.gif

The two other issue mentioned deal with a different issue which you would need to create a new AnswerHub post to address. If I were to guess though, the refraction in the heat distortion effect is what is causing the visual issue.

It almost appears if you are looking through a camera that has AA disabled. Perhaps trying to place the Tonemapper in a different location or order within your Post Process blendable can resolve the issue.

For tracking purposes I am going to mark this issue as resolved, as the original question has been answered. If you have additional reports please create a new post for those and we will be happy to assist you.

Cheers,

Thanks, maybe another time. It’s not that urgent. :slight_smile: