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Cannot find correct rendering order value, it just breaks.

Home Forums Graphics / Blender Cannot find correct rendering order value, it just breaks.

Viewing 14 posts - 1 through 14 (of 14 total)
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  • #17476
    D3Pixel
    Customer

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17498

    Hi,

    can you attach a simplified project for us to take a look?

    Chief 3D Verger | LinkedIn | Twitter

    #17534
    D3Pixel
    Customer

    Thanks. I will get that done today and send it over. Any specific email address I should use?

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17536

    We only use email for Enterprise support, but you can probably create a minimal project that reproduces the issue, and attach it on the forums if privacy is a concern.

    Chief 3D Verger | LinkedIn | Twitter

    #17552
    D3Pixel
    Customer

    Hi Yuri

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17554
    D3Pixel
    Customer

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17560
    D3Pixel
    Customer

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17563
    D3Pixel
    Customer

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17573

    This is a known issue related to rendering of transparent surfaces. Can you try to triangulate your model and sort the triangles from the camera view in Blender? At least this should fix the difference between EEVEE and Verge.

    Chief 3D Verger | LinkedIn | Twitter

    #17575
    D3Pixel
    Customer

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #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.

    Attachments:
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    Chief 3D Verger | LinkedIn | Twitter

    #17597
    D3Pixel
    Customer

    Hi Yuri

    Thanks for the reply. I will take a look at that now.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17602
    D3Pixel
    Customer

    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.

    3D Animation and Web3D services - www.d3pixel.co.uk

    #17623

    Glad you worked it out! :good:

    Chief 3D Verger | LinkedIn | Twitter

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