I’ve been experimenting with randomizing the order of videos placed on quads, but I can’t seem to figure out how to blend them correctly. The hands are moving about and making all kings of noises.
For this example, I have 3 phongdirectional shaders floating in 3 circles (Red in the center, beige second and green third). As you can see in the image below, they’re not blended correctly. I’ve applied the DX11 render state node to the group and depth buffer has been enabled. There must be an obvious way to sort this out. Thanks for your help. Really want to get better at v4.
this is usually not possible unless you do z sorting, which is quite complicated. see:
EDIT: try the AlphaToCoverage node in dx11, maybe it helps… also AlphaTest maybe. more info: