Translucency Clipping Problem with Opaque Objects
We're having a problem with the material opacity blend mode. In this simple test case, the opacity node is set to 1.0, so the material should be fully opaque, yet it appears partially transparent. My guess is some z-buffer clipping issue here. First came upon this when the refraction node wasn't producing any refractions. This particular setup is running Intel HD Graphics 4600 and a Geforce 840M.
asked Oct 10 '14 at 04:45 AM in Rendering
Thanks for your patience and helping me track this down. The bug exists in the Z Render order on meshes which wrap around each other, Convex Meshes. When opacity is 1, the mesh will want to render the back faces as the front faces along the overlapping convex curve. From your earlier pictures you can see that the Opacity=1 Translucent Cube is rendered correctly Opaque (notwithstanding seeing the Grid lines through it which is a known editor bug and not involved with the scene render itself.) You should disregard my earlier statement about the Disable Separate Translucency, I was thinking the issue lied in a different direction. I have entered the bug report and will keep you up to date as I know more.
Hi, I am also seeing the same behaviour in 4.13.2
Any idea what the bug tracking number is on this so I can keep up to date?
answered Nov 14 '16 at 06:50 AM
Hi, if anyone still have this issue, here is a workaround for it: https://www.youtube.com/watch?v=ieHpTG_P8Q0
The only issue with this is that the Opacity can only be 0 or 1, but with a little bit of randomization it looks relatively good.
Follow this question
Once you sign in you will be able to subscribe for any updates here