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Question by worm00111 · Feb 23, 2019 at 11:01 PM · shadermodel

I can see through a character model and see its other parts when the material is transparent

I find it difficult to describe this problem, so it may have been answered before, but essentially, when the material is set to be transparent, I can see through the character model and see its other parts. In this case, I'm looking down from the shoulder and I can see the character model's leg and arm as shown in the picture. alt text I made sure that all face normals are facing outwards in Blender, so for all I know this might be the default behaviour. If that's the case, is it possible to modify the shader so that the parts which should be covered by closer body parts aren't visible (in this case the leg and arms wouldn't be visible)?

transparent-faces.png (364.4 kB)
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avatar image paezrice · Feb 24, 2019 at 01:09 AM 0
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$$anonymous$$aybe I can help you in understanding what might be going on.

Afaik, in the rendering process, the Z-buffer checks for geometry that's being occluded by opaque objects and "throws it away", so no resources get wasted for rendering geometry that can't be seen in the particular frame.

If you set your material, to be transparent however, the geometry behind the occluding object does get rendered and if I got this right, an interpolation (Alpha Bleding) with the objects behind it will happen. So if you set the alpha value of your transparent metrial to about 0.5, and it occludes another component of your object (naturally with the same alpha value), the equation for the final transparency you're going to see, should be something like: final_alpha = 0.5 + (1 - 0.5) * 0.5 which is 0.75 and therefore gives the impression of less transparency for this part.

At first, i thought you would just need to turn on "backface-culling", but from the image you provided, I can't tell for sure, if that's the problem, since the parts of the leg you can see seem to be front-facing (facing the camera). If that's not the case, try turning on backface-culling. However your issue seems to me like being the expected default behaviour for concave polygon meshes when manipulating the transparency. $$anonymous$$aybe there is some possibility of excluding the object's own geometry from being drawn. In this case, I would also be interested in the solution to this.

avatar image JxWolfe · Feb 24, 2019 at 02:32 AM 0
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was this not happening before you introduced alpha? It almost seems like the modeled hand has been forced inside the leg, and without physics or colliders in blender animations/modeling, it may be possible that your hand is simply inside the leg. Impossible for us to tell otherwise. I've never had this happen in my modeling with blender, even with clear objects. Sorry I couldn't bee much help

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Answer by worm00111 · Feb 24, 2019 at 06:40 PM

Sadly, I need it to be Transparent or Fade, as my intention is to have this model disappear over time.

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Answer by inf3rno24 · Feb 24, 2019 at 08:35 AM

In the materials section in the inspector, at the top make sure the materials you are using are Opaque Rendering Mode. That should resolve your issue.

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