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Why does unity material not render semi-transparent objects?
Anything behind that front-most object will be rendered invisible, and that’s all you need to know or care about. That is, unless your front-most object is transparent. The issue here is that the renderer doesn’t know how to deal with drawing an object behind a transparent one.
How does transparent rendering work in Babylon.js?
Unlike opaque and alpha-tested meshes, theBabylon.js rendering engine sorts alpha-blended meshes by depth before drawing them on screen (see below). The .alphaIndex property allows you to override this sorting, as one mesh which has a lower alpha index than another will always be rendered before it, regardless of their respective depth.
What should I do if my Blender render is blank?
To fix include the layer where the objects are as part of the render layers. An object in front of the camera might be restricted from viewport display, making the issue not apparent in the viewport or render preview.
How do you get transparency in DAZ3D render?
To check that – go to the “ Environment ” tab still in the “ Render Settings ” menu and make sure that the “ Draw Dome ” setting is turned off. Also check the “ Draw Ground ” option. It is not influencing the transparency of background directly, but it creates shadows. And this might not be something that you want.
Why are my textures not repeating in Unity?
3; The problem is its changing textures to various types of sprites automatically and setting them to clamp. 4; This is a problem that occurs after the updates went into affect. 5; That causes the textures to not repeat (tile) as SpookyCat was talking about.
Is there a way to upgrade textures in Unity?
Having flashbacks of porting from Unity Text to TextMeshPro Text. This is Unity’s primary flaw: Beautifully easy to lure folks in, but seems to abandon UX completely for anything even remotely advanced like this. It is… unprofessional (dare I say amateur) for Unity’s size:budget. Mahian and moosesnWoop like this.
Why is material tiling not working in Unity 5.2?
Same issue with Unity 5.2 using a custom Lambert shader (based on the simple diffuse detail), where I have a base map (1×1 tiling size) on UV0, and several details maps on the UV1, scattered through a splat map (No surprise, it’s a shader used on a terrain mesh).