Hi Carsten,

thanks a lot for your help.

> > I don't really think it's a BlendChunk issue, but there might be a
> problem how MultiPassMaterial handles a mixture of transparent and non-
> transparent materials.
> >
> > In the test case I attached, at first everything looks good. But if
> you rotate the scene it looks like the z-buffer test is turned off for
> both materials, not only for the transparent material...
> 
> OpenSG always has the depth test enabled, but disables depth writes for
> transparent objects.
> Mixing transparent and non-transparent materials in an MPM is difficult
> because normally OpenSG sorts objects that are transparent into a draw
> tree that is processed after all opaque objects. For an object with MPM
> this would require splitting the passes based on whether they are
> transparent or not, which conflicts with running the passes in the
> order specified by the MPM.
> 
> One problem in your example is that depth writes are disabled for the
> blue part, you can fix that by adding a DepthChunk to it (the default
> settings for it are fine). This will get rid of the issue of the red
> half shining through the blue one.
> The other problem is that the red part does not seem to be "on top" of
> the blue one when viewed from that side of the scene. That is because
> the depth sorting for transparent objects works on the per-object level
> not per-polygon/triangle.
> For this case this can be mostly worked around by making the blue
> material the first pass in MPM (to ensure opaque is rendered before
> transparent) and forcing the MPM to be considered transparent (normally
> it looks at the first pass material to decide this automatically):

I tried it this way, but as I have multiple geometries with different materials 
which I'd like to cut into a transparent and an opaque part, I cannot afford to 
skip OpenSG's sorting of transparent objects.

But finally, I found another solution. Now I use MaterialGroups and shared 
Geometry cores instead of the MultiPassMaterial. Together with the patched 
ClipPlaneChunk it works like a charm.

Thanks and best regards,
Thomas


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