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I am having an issue with hiding an internal geometry of a partially transparent material in Eevee in 4.4 version. I have researched a few solutions but the mostly discussed are either based on Cycles or earlier Eevee version without raytracing that didn't work for me.

On the picture you can see that the transparent parts of the object are also showing the internal and backside of the mesh and its making everything messy.

Does anyone have any experience with this? I am helpless

scrn

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    $\begingroup$ Maybe you want to use the Holdout shader to basically render transparency in front of other objects? $\endgroup$ Commented Aug 19 at 10:44
  • $\begingroup$ 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. $\endgroup$ Commented Aug 19 at 12:59
  • $\begingroup$ @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 $\endgroup$ Commented Aug 19 at 13:43
  • $\begingroup$ @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. $\endgroup$ Commented Aug 19 at 14:08
  • $\begingroup$ 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. $\endgroup$ Commented Aug 19 at 19:34

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If the goal is to have a semi-transparent object that doesn't show its inside, as is it was a half-opaque 2d layer on a photo editing software:

One simple way to do this on Eevee Next is to use the Principled BSDF's Alpha input to control the material's opacity, combined with setting the material's Render method to Blended and disable Transparency Overlap:

enter image description here

This method is AFAIK the fastest to render, but tends to look kinda shadeless.

If instead you want to only hide the backfaces but still be able to see the frontfaces behind the foreground faces, then keep the default Dithered Render Method, and instead use the backfacing node, invert it, and substract to it a value corresponding to the amount of transparency you want. If you want to input a value that corresponds to the Alpha or opacity behavior, simply use another substract node where the base value is 1 and the second value is your proxy alpha value:

enter image description here

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  • $\begingroup$ thank you so much the first method you proposed looks exactly as I needed. $\endgroup$ Commented Aug 20 at 8:00
  • $\begingroup$ @bastienjpg Your answer on my comment was misleading then - you said "I'd like to be able to hide whatever is behind it" which clearly sounds like you need the Holdout, because the first method shown here obviously shows the checkered plane which is behind the torus. $\endgroup$ Commented Aug 20 at 11:37
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    $\begingroup$ @GordonBrinkmann Maybe I wasn't clear enough with what I needed, sorry about that, I tried explaining the best way I could. I still appreciate your help, it was also the first time I heard about the holdout node so I'm happy to put that in my repertoire. $\endgroup$ Commented Aug 21 at 6:27

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