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Help  fluid shader doesn't show transparent materials behind it properly
#3
Thanks for the explanation!

Is there some way to force a transparent material to sort above the fluid shader though? Looks like you can't control it through the render queue parameter, even at 3999 the material will render first and then the fluid.

It would be a very helpful way to mitigate this effect in a different case. Not for the bottle, but the glass dropper that is supposed to be inserted into the bottle to suck up some of the liquid inside. Right now any part of it that is inside of the fluid is not rendered at all. I'd much rather have it render on top of the fluid at all times than not seeing it at all, even if that means it would look weird if you look at the dropper behind the bottle through the liquid.

(02-05-2022, 10:51 AM)josemendez Wrote: Note this is not a limitation of Obi, but of all realtime rendering engines that use rasterization + alpha blending to render transparent objects: you can't render intersecting transparent objects correctly. The only way to do that is use raytracing or OIT (order-independent transparency, which oftentimes is implemented using screen door transparency and very common to dither out objects like walls or columns that get in between the player and the camera in 3rd person games without the need to sort literally everything in the scene)

Cool, didn't know about this! I actually noticed this screen door effect everywhere when I first played GTA IV, always thought it was just a very weird stylistic choice. Haven't seen it in any other third person game since, I played some Division 2 recently which looks great and doesn't have it anywhere.
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RE: fluid shader doesn't show transparent materials behind it properly - by locque - 02-05-2022, 11:11 AM