Alpha Channel Issue

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  • Hello Folks,


    I am now making internal model of my train carriages, therefor I reworked the window, added Alpha channel in Albedo map and Green channel in MGA map. The material type is currently "PHYS_TRANSPARENT" (since I haven't started working on Normal map). Surprisingly, some other objects that behind the semi-transparent glass also disappear, e.g. the little inside part of the window frame that is behind the glass, and the locomotive on the other track. I am afraid my internal model will not be correctly displayed if always some random objects get hided.


    I am not sure if it is a graphical bug or I handled texture incorrectly. Wondering if anybody knows why and perhaps a way to avoid it. Please help!


    Thank you.


    2 Mal editiert, zuletzt von mdbyyc ()

  • There is a problem with the material order. PHYS_TRANSPARENT is rendered before other materials and Meshes behind objects are not rendered, if there is already some rendered thing in front of it (even if that's transparent glass like in your case).


    Try to use a material that is rendered later for the outer part of your coaches and a material that is rendered earlier for the inner part.

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  • There is a problem with the material order. PHYS_TRANSPARENT is rendered before other materials and Meshes behind objects are not rendered, if there is already some rendered thing in front of it (even if that's transparent glass like in your case).


    Try to use a material that is rendered later for the outer part of your coaches and a material that is rendered earlier for the inner part.

    Great! Thank you for your input. Would you give me a hint what controls the material rendering order? Do you mean I should use another material type? i.e. to avoid PHYS_TRANSPARENT? and how is the rendering order arranged?

  • OK, Don't worry. I have found a chart and I guess if the rendering order is the same as the chart describes.


    https://www.transportfever.net…nt/69526-Materialien-png/


    So, I am going try to make internal part using PHYSICAL, and the outer part using PHYS_TRANSPARENT. Let me know if I am wrong.


    Noticed if that is the correct logic, then maybe it is not possible to see the other locomotive correctly thru the window.

    Einmal editiert, zuletzt von mdbyyc ()

  • I just translated the whole article to english:
    Materials (.mtl's)


    The render order is listed in the collapsible section.


    You may use PHYS_TRANSPARENT_NRML_MAP_CBLEND_DIRT for the outer parts.
    And another material with the same type for the windows. But there you should set the order parameter with a high number to be rendered after most of the other things.

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