UE5 Material Fundamentals: MASKED Vs. TRANSLUCENT Materials

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  • Опубліковано 26 жов 2024

КОМЕНТАРІ • 8

  • @shannenmr
    @shannenmr 7 місяців тому +4

    Remember you can swap materials on further LODs so you might really want proper Translucency for a Window you can walk up to and look out from at say LOD0 but as soon as your a few meters away your LOD1 could use a Masked Temporal AA Dither material instead and get x% the same look.

    • @UnrealDevHub
      @UnrealDevHub  7 місяців тому +1

      Yes definitely, that’s a great idea. I feel like a lot of people have been ignoring LOD’s now that Nanite is the norm for UE5, but that’s a great optimization technique.
      Thanks for sharing!

    • @shannenmr
      @shannenmr 7 місяців тому +1

      @@UnrealDevHub I should note that Masked Materials same as Translucent do contribute to Quad Overdraw which has its own Optimisation view mode you should check out, this can be helped in things in like trees and grass by better cutting around the planes they are made out of at the expense of a few more tri's (usually well worth it) and / or adding Masked Materials to the really Z Pass.

    • @UnrealDevHub
      @UnrealDevHub  7 місяців тому +1

      Yes, I'm aware they also contribute to Quad Overdraw - that wasn't really the main point of the video , which was primarily focused around differences between masked/translucent as it pertains to rendering and shader complexity, but still a good callout.@@shannenmr
      Yeah the "clipped" edges around the mask is a good touch if you can afford the extra tri's.

  • @tiroforeal
    @tiroforeal Місяць тому +1

    Very well explained and easy to follow! Great stuff :)

  • @fabtjar
    @fabtjar 5 місяців тому

    Cheers. Good stuff!