#model rendering issue
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!faq render-order
If you are using textures with semi-transparent pixels (like a colored glass for example), a transparent element may hide an opaque element behind it. In some cases, the renderer can figure out the render order automatically, in other cases it might need some assistance.
- In Blockbench: Right click the transparent element, click Transparency Render Order > In Front. This will fix the transparency rendering in Blockbench, but it has no result on the exported file.
- In other programs: The render order is typically determined by the transparency property of the material. If possible, create two textures, one for the opaque, and one for the transparent part. Set only the transparent texture to be transparent.
- In Minecraft: Move elements with that texture to the bottom of the element list. Additionally, for Bedrock Edition the render order for groups/bones is based on their name (in alphabetical order). PS: In some cases the aforementioned steps won't change the result ingame.
!faq z-fighting
Explanation: Z-fighting is a term used in situations where two planes overlap each other on the same depth plane. The visual glitching looks like the textures are fighting over which one is getting shown (hence the name).
"Fix": Offset the glitching elements from each other by a small amount. An easy way for example is to type +0.01 or +-0.01 in the position value field (top right) of the relevant axis (That trick also works for other value fields and with other math functions like * and /, just fyi.).
@covert skiff nine of these are the issue it's almost as if I were a 4th dimensional creature being able to see objects directly behind other solid objects as if they where infront of them