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Mesh transparency issues


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Posted

When trying to set a mesh translucent using the color_scale parameter (alpha = 0.3) the mesh becomes translucent, but one can see artifacts as shown in the attached pic.

I am guessing this is because polygons within a mesh are not sorted in back to front order, but I am not sure.

I can see this issue with Unigine's Transparency sample as well; maybe I have a wrong state variable set?

Is there some way of getting rid of these artifacts?

 

Thanks,

Ashwin.

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Posted

Open this mesh in the ResourceEditor.

Check the transparent option on the transparent surfaces.

Click on the "Save mesh" button and check vertex cache optimization option.

Save this mesh.

 

Triangles will be reordered in the back to front order instead of front to back as result.

Posted

Maybe dumb question, but isn't triangle front/back ordering always relative to - changing - camera position ? How can a static vertex reordering solve this ?

Posted

Vertex cache optimizer performs additional sorting of triangles based on distance to the center of the mesh.

Boundary triangles are rendered first and central triangles are rendered last for opacity meshes.

This order is completely incorrect for transparent meshes. So ResourceEditor can change this order.

This reordering can't solve all graphical artifacts. But it's better than nothing.

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