werner.poetzelberger Posted February 22, 2016 Posted February 22, 2016 I am a bit struggeling to create a proper looking transparent material. Basically these kind of materials are mainly living from its reflections and refraction. Issues I have: - when using alpha blend, that I do not get reflections from environment spheres. (it seems so - can this be?) - going totally transparent doesnt render any reflections or specular. Going to a value of 5% (or so) starts showing albedo color and weakens the highlights according to the transparency. Eg a fully opaque part (like the labels) do show full highlights. But a material like that shouldnt have any albedo color (shading) at least a fully transparent one. What is the correct approach for such a material? Thx. Werner
silent Posted February 24, 2016 Posted February 24, 2016 Hi Werner, Have you tried to enable render_deferred_transparent 1 to get the reflections from environment probes? You can also check the Samples -> Demos -> Samples 2.1.1 in the SDK Browser with material balls examples (just copy full demo content to any projected and select any samples_2 world inside editor to see the material parameters).Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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