Home › Forums › Graphics / Blender › Cannot find correct rendering order value, it just breaks.
- This topic has 13 replies, 2 voices, and was last updated 3 years, 7 months ago by Yuri Kovelenov.
2019-08-03 at 2:10 pm #17476
I have an object made up of many parts, All materials have a mix transparency shader with Alpha Blend so I can smoothly fade parts in and out via puzzles.
If I fade out an exterior object it leaves behind a pure white copy.
To fix that I set its Rendering Order to +2
Now exterior parts fade out completely and reveal parts underneath
If I fade out an inner part then that is now pure white so I set the rendering order to +1 but now the outer object which is supposed to be fully invisible pops in and out of visibility depending on the camera angle.
I just want to fade in and out objects (over 0.5s) of a complex model but can not find a good workflow in Verge3D.
The object material as a Principled BSDF with HDR lighting and a transparent BSDF hooked up into a mix shader that is controlled via a value node. The reflections are generated from an inverted sphere around the scene.2019-08-05 at 7:19 am #174982019-08-05 at 9:48 am #17534
Thanks. I will get that done today and send it over. Any specific email address I should use?2019-08-05 at 10:05 am #175362019-08-05 at 11:22 am #17552
I have attached a quick scene with just 3 objects. Click an object to make it fade in/out and then rotate the camera to see parts of the inner mesh pop in and out.
My original scene is a machine with many internal parts so trying to figure out a rendering order from inner to outer (if that is the solution) was not possible due to how they connect through each other or through multiple meshes.2019-08-05 at 11:45 am #17554
I also tried hiding the object after fading it out but that creates a white flash and is not ideal if you only want to fade out to 0.1 (ghosted effect) rather than 0.2019-08-05 at 1:20 pm #17560
I think I may have found a solution as I have been testing this in Eevee now, will update in an hour if it works.2019-08-05 at 1:28 pm #17563
Nope never mind, the meshes still pop in and out of existence when rotating the camera. I thought using a 100% transmission shader with zero alpha could replace the transparent node, its better but does not stop meshes popping in and out of existence when the camera is rotated.
Edit: This all has to do with Depth Write and the Camera Angle I think.
I can not find a smooth way to fade an objects material out to invisible or semi invisible without strange render artifacts and backface culling issues.2019-08-05 at 2:54 pm #175732019-08-05 at 4:01 pm #17575
Ah, so is there no way to fade objects/materials out over time using Verge3D without backface issues? If not I will have to just do 100% Hide/Show.2019-08-06 at 7:13 am #17576
I was able to fix this issue by, first, triangulating the meshes, and second, sorting triangles. Obviously this approach will only work for fixed camera view.
- This reply was modified 3 years, 7 months ago by Yuri Kovelenov.
Attachments:You must be logged in to view attached files.2019-08-06 at 3:16 pm #17597
Thanks for the reply. I will take a look at that now.2019-08-06 at 6:26 pm #17602
Great, I have this part working now. After enabling Back Face Culling in Blender EeVee I could see where the mesh normal issues were. Fixing that with Normal Recalc Outside and Recalc Inside where it was needed and setting the correct Render Order fixed the popping issues. The fade to 0.1 also works great now that the meshes are compatible.
Thanks for the help.
2019-08-07 at 6:30 am #17623
- This reply was modified 3 years, 7 months ago by D3Pixel.
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