#Material transparency issue
2 messages · Page 1 of 1 (latest)
truely transparent meshes can only be sorted by actually sorting the order in which the objects will be rendered. but in the case where a single object has both transparent and opague parts that sorting of course can't really do anything. Although usually transparent meshes just wait for all opague ones to render and then get rendered afterwards, utilizing the generated depth buffer to get drawn properly. But maybe that is only possible when an object is either rendered transparent or opague, not in combination.
So as it stands i would suggest you either try a different form of transparency (hash is probably the only other one that would work for this, but would also require Temporal Antialiasing enabled), or split the mesh into multiple objects, so you don't have one with both transparent and opague parts.