Alpha and z buffer

Have any new techniques popped up over the last while for dealing with this?

I’m happy sorting individual objects before rendering, and have had good results with some models by rendering back faces then front faces, but my current situation is tricky as I want to use alpha on many intertwined spline tubes.

Anyone dealing with this?

Depends, there is color and depth node, allows you to do transparancy pass on top, but depth sort by vertex position is utter pain still.

Aye fair enough. No new magic bullets then

blend advanced node chained with rasterizer or looking at kyle stencil contrib maybe?

@mrboni you can try to disable depth buffer, that’s proper way to deal with a lot of transparent things…

I need depth sorting unfortunately!

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