28-10-2025, 06:45 AM
(27-10-2025, 03:01 PM)josemendez Wrote: hi,Thank you for pointing that out. Even though transparent cornea was in between (disabling it did not make any change), what worked for me was converting the standard material to opaque from transparent for the items not being rendered previously. Regards.
Maybe I'm missing something about your setup, but there seems to be another refractive object (eye's cornea?) between the fluid and the skinned mesh renderer.
So the problem has nothing to do with the skinned mesh renderer itself (any other object would suffer the same problem), it is a general limitation of rasterized transparency works in games: transparent objects must be sorted back to front, and refractive objects can only refract directly visible opaque objects: you can't have refractions of refractions, you'd need to use raytracing for that. You can't have transparent objects visible trough refractive objects for the same reason.
kind regards,
