Refraction sorting works best when the any element inside or behind the refractive element is split into a separate mesh/object. If the inside bits are part of the same object as the transparent element, try splitting them into unique objects and reexporting.
Refraction sorting works best when the any element inside or behind the refractive element is split into a separate mesh/object. If the inside bits are part of the same object as the transparent element, try splitting them into unique objects and reexporting.
I already split them but still sort of working in some part of the camera, or if I move the object down it show fine!
Refraction sorting works best when the any element inside or behind the refractive element is split into a separate mesh/object. If the inside bits are part of the same object as the transparent element, try splitting them into unique objects and reexporting.
I already split them but still sort of working in some part of the camera, or if I move the object down it show fine!
Okay yeah so I checked with our engineers and this is a technical limitation. Basically the issue is the age-old problem of sorting transparent materials in real time rendering. Because the inside mesh is partially in and partially out of the outside mesh the renderer isn't quite sure which to render first. When you move the camera around the relative distance to the inside mesh changes which is what causes this glitch.
One thing you can do is use additive blending instead of refraction for the material applied to the inside mesh, this should be much more stable.
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here video show the problem :
https://www.dropbox.com/s/zev0z6va49xcn5y/vid1.mp4?dl=0
here the file if you want to check :
https://www.dropbox.com/s/jrkwcv0hoae8x24/d.fbx?dl=0
One thing you can do is use additive blending instead of refraction for the material applied to the inside mesh, this should be much more stable.