tipforeveryone Posted December 20, 2023 Share Posted December 20, 2023 Depth render problem between scene object and preview one - Transparent = TRUE; - Alphamask = TRUE; - Two-sided = TRUE; Here is the .blend file of this asset https://filetransfer.io/data-package/dvD7DmOD#link Quote Link to comment Share on other sites More sharing options...
Josh Posted December 20, 2023 Share Posted December 20, 2023 You should not use alpha mask and transparent together. In this case, you should just use alpha masking, which retains the correct depth order. Transparency does not use depth discard, because it always draws on top of what was there before, since it is using blending. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
tipforeveryone Posted December 20, 2023 Author Share Posted December 20, 2023 Then how about putting a set of glass pane behind each other ?, each of them has its own diffuse texture and alpha mask ?, if I can not use both transparent and alphamask, how can I get the transparent part of glasses ? Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted December 20, 2023 Solution Share Posted December 20, 2023 Ultra can handle multiple layers of transparency, each with lighting, because it uses a type of forward renderer. In order to allow the engine to sort the surfaces back to front, each surface should be a separate model or limb in a model. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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