You can make the material no use SeparateTransluceny to pick a different method (will be blurry but depending on the depth behind the material). Our DOF (like most others) is a postproess and is based on the pixel depth and transluceny doesn't have it.
We might be able to fix that outputting some stipple pattern / random occluding depth but we don't have that.
We kind of have that - see DitherTemporalAA
http://static.oculus.com/connect/slides/OculusConnect_Epic_UE4_Integration_and_Demos.pdf
Depth of Field do not work well when using a translucent material, even if the material has no opacity set.
Image attached as reference.
1. Open UE4
2. Place a mesh in the scene
3. Apply any Translucent Material to the Mesh
4. Add a Post Process Volume that is Unbound
5. Set the following:
Results: DOF creates a hard transition line over the Translucent Material of an object compared to a none translucent object.
Expected: Translucent materials should give the same DOF transition as none-translucent materials.
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
How to achieve HLSL Multiple Render Target in Material blueprints?
An error occurred while trying to generate project files !?
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.7, 4.8 |
Created | Apr 10, 2015 |
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Resolved | Apr 10, 2015 |
Updated | Jul 14, 2021 |