Blender

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*Mute Aug 30, 2016 @ 12:19pm
[Help!] Everything behind transparent texture invisible
Hey All.
I hope you're having a good day.

I've got a blush texture for a character I'm working on. I've created the shape key to pull it forwards through the face to be visible but I've hit a bump in the road. The texture has an alpha channel and it's transparency IS working but everything behind the transparent geometry is rendered invisible. As you can imagine, giant holes in the cheeks of characters isn't the most normal thing and so I'm trying to fix this. I haven't been able to find a solution through Google, which I partially blame on me not knowing enough of the terminology to specify what I want to Google without catching results with a massive net (for lack of a better metaphore).

I've been stuck on this for a while so I'd really appreciate your help.
I've uploaded some pictures to Imgur if you'd like to take a look: http://imgur.com/a/t2J8m
Last edited by *Mute; Aug 30, 2016 @ 12:20pm
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Showing 1-4 of 4 comments
Kumquat [Velbud] Aug 30, 2016 @ 2:09pm 
Check how it looks when rendered. Also, alphas technically should appear so if they are done so that you can see a mesh even with alpha there
still__alive Aug 30, 2016 @ 4:31pm 
The OP seems to suggest that it is rendered, but I'm not sure if he's using "render" to refer to actually rendering it, or just as a synynom for "...everything behind the transparent geometry is rendered made invisible". Mute, if you have not actually checked what it looks like rendered, then do what Velikhi said and do a test render to see if it is still broken.

If things are still invisible when rendered, then I have a couple ideas.However, I have not done enough texture work myself so I don't have a whole lot of knowledge in this area. Other users more familiar with working with textures will have to confirm/deny my ideas, or you can just try them and see if it works, lol.

Could backface culling being on be a potential cause? Although I don't see why this would affect the result of rendering. It's really easy to toggle on/off though so couldn't hurt to check. This screenshot shows where it is found, its in the 3d view right side panel that is toggled on/off with the "n" key: http://www.html5gamedevs.com/uploads/monthly_10_2014/post-7026-0-10328700-1413142976.jpg

And the blush looks like floating geometry that is being pulled in and out of the model based on whether it is supposed to be visible or not. If it is, and the floating geometry with the alpha shares the "exact" same space as the cheek mesh, could this be a cause? (Try pulling the blush out farther -if it is floating geometry- so there is a gap and see if it still causes that invisibility)

Other than those two ideas, I'd have to assume the issue lies somewhere in the material settings. So you would have to search for stuff relating to setting up transparent materials properly. Don't forget that the rendering engine you use here will matter as well. Cycles material settings work differently than the Blender Render (often just referred to "internal" in the context of render engine discussions) material settings.
Last edited by still__alive; Aug 30, 2016 @ 4:32pm
Scre Aug 31, 2016 @ 9:52am 
Not sure if u in BGE, BI or Cycles but think u need a translucent node.
still__alive Aug 31, 2016 @ 12:50pm 
I did a quick test to see if I could replicate this. Used a cube and then a plane as floating geometry with the transparent texture. Note how the rendered result works as intended in both shots. Oh, and I did this with Blender's internal renderer.

3d viewport is on the left, the rendered result is on the right. None of my objects are selected, and Suzanne is visible inside the cube through the transparent parts of the plane. This is just like you are describing your issue.

http://steamcommunity.com/sharedfiles/filedetails/?id=755745804

3d viewport still on the left. Now I've selected the plane. For some reason the plane (while selected) stops making the front part of the cube invisible.

http://steamcommunity.com/sharedfiles/filedetails/?id=755746804

This seems to be completely in the viewport and doesn't affect what is rendered. So you'll have to test what happens when you actually render it. It will probably work just fine if your material is set up correctly.
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Date Posted: Aug 30, 2016 @ 12:19pm
Posts: 4