tipforeveryone Posted December 20, 2023 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
Josh Posted December 20, 2023 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 Let's build cool stuff and have fun.
tipforeveryone Posted December 20, 2023 Author 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
Solution Josh Posted December 20, 2023 Solution 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 Let's build cool stuff and have fun.
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