Timeline for Hiding internal geometry behind a transparent material in Eevee 4.4
Current License: CC BY-SA 4.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 20 at 7:58 | vote | accept | bastienjpg | ||
| Aug 19 at 19:40 | answer | added | Lauloque♦ | timeline score: 3 | |
| Aug 19 at 19:34 | comment | added | Lauloque♦ | Perhaps an example picture of what you want to achieve would help to figure out a solution, if what we propose doesn't work for you. | |
| Aug 19 at 14:26 | review | Close votes | |||
| Aug 19 at 19:34 | |||||
| Aug 19 at 14:08 | comment | added | Gordon Brinkmann | @bastienjpg So what is the result playing with the Holdout? Of course the setup shown in the picture does not give you what you want because it is using a Transparent BSDF node, not a Holdout. What does it give you if you replace it? Here is an example of your setup: layer weight with transparency vs. one using Holdout instead: layer weight with holdout. I might have misunderstood you, but the one with Holdout looks to me as if this is what you want. | |
| Aug 19 at 13:43 | comment | added | bastienjpg | @GordonBrinkmann I tried playing with holdout but it doesn't seem to be a solution to my problem. What I need is a seemingly transparent object that shows only the fresnels as based on the layer weight. However when I combine the setup as in the picture, it shows also the geometry on the backside of the object and makes it messy. I'd like to be able to hide whatever is behind it so the "spirit look" that I am going for looks cleaner | |
| Aug 19 at 12:59 | comment | added | Gordon Brinkmann | I'm not sure what the exact purpose of this material setup is - do you want to be able to see other objects inside or behind the transparent object or do you want it to be completely transparent to always show the background, no matter what is inside or behind the object? For the latter I agree with @MarkusvonBroady and suggest you use a Holdout shader instead of a Transparent BSDF. | |
| Aug 19 at 10:44 | comment | added | Markus von Broady | Maybe you want to use the Holdout shader to basically render transparency in front of other objects? | |
| S Aug 19 at 10:14 | review | First questions | |||
| Aug 19 at 13:46 | |||||
| S Aug 19 at 10:14 | history | asked | bastienjpg | CC BY-SA 4.0 |