This is the 10th day of my participation in the August More Text Challenge
rendering
Translucent on the left and thin translucent on the right
Use translucency in materials
Create a new material and press the Settings below
We get the following effect (reflection and transparency)
Use thin translucency in the material
Coloring models and material expressions accurately reproduce dyed and colored translucent materials, such as stained or colored glass and plastic. This coloring model can correctly reproduce white highlights and stained backgrounds on translucent surfaces.
The specific material Settings are as follows
Results the following
In some cases, translucent materials can cast colored shadows through ray casts. The amount of light that passes through the material is determined by the material’s opacity and the amount of light that is projected onto the material.
Translucent and thin translucent performance
Rendering a large number of transparently overlapping objects can quickly create rendering/performance bottlenecks, especially when using lighten transparency. The term used to describe this is “overdraw”, which happens when you have a large number of objects that overlap each other and are rendered transparently. The reason overdrawing can cause this kind of performance problem is that rendering costs go up for every layer of transparency introduced.
To help you better determine if and where this problem exists, UE4 has a special view mode called shader Complexity. The “shader complexity” mode lets you know the rendering complexity of a given surface by using color to show complexity. The greener the color you see, the lower the rendering cost, and the redder the color, the higher the rendering cost. To enable this view mode, simply complete the following steps.
See that thin translucency (right) performs slightly better than translucency (left)
From this view, you can determine where possible performance problems are occurring. Red areas are very expensive to render, while green areas are less expensive to render. While it’s not 100% possible or appropriate to eliminate all overdrawing, this view mode can be very helpful when you’re trying to determine the exact source of a performance problem.
Translucency Sort Priority
When there are multiple transparent objects close to each other in a scene, you sometimes notice the following problem: how to determine which transparent objects are rendered in front of or behind other transparent objects.
Translucency Sort PrioritySet to – 100
Translucency Sort PrioritySet to 100
By default, all objects added to a level have a Translucency Sort Priority of 0. If you want a transparent object to always be rendered in front of other transparent objects, use positive values. Use negative values if you want some transparent objects to always render behind other transparent objects.
Notice the difference between the front and rear ball junctions as shown in the two figures above.