Toolbag 4 transparency problem
In Toolbag 4 no matter which renderer I use I'm not getting any transparency in my renders, meaning the transparent material in the scene has no alpha. Ideally, I'd like to get the same transparency results you'd get with the default glass shader in Toolbag 3, but with the quality of ray tracing in 4. Like I said I'm getting nothing in either renderer in Toolbag 4 but with raytracing theres an added issue that it seems like the sky HDRI is reflecting back from the inside of the material? Not sure if this is a bug or a limitation, which I hope its not the latter considering 3 was capable of this. Any assistance would be extremely appreciated.

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Last but not least I really like the 2nd one in tb4 it feels like an mini ocean planet.
here is example with blender cycles which show what normal refraction and transparent refraction look like and how its different from additive transpacery
Regular refraction
regular refraction alpha
transparent refraction
transparent refraction alpha
Okay so I'm confused about "as far as the hdri reflection back this is how refraction works, not just in marmoset but everywhere, its intended." because of your "transparent refraction" examples. I think it might just be hard to spot the HDRI in those, but also the transparency is there, which you're saying is a limitation in Toolbag? Meaning the "transparent refraction" examples are impossible in Marmoset, yes?
As far as I can tell additive transparency has been removed? I only see Dither and Cutout. Having tried both renderers and all settings I'm aware of (hoping I missed something), I can't get transparency at all. Do you know if it's possible like it was in Toolbag 3? Just realized I'm not even sure how to get transparency without using Refraction in the Transmission settings.
Yeah it kinda does lol. So far the only fix I've found which defeats the whole purpose of transparency is to add a plane behind the sphere. Still kinda has that mini planet look just with less HDRI. A solution I hope I don't have to resort to!
Yes, I think additive transparency has been removed as well. The best solution to your problem would be to write a custom shader. Other than that you could play around with refractive index to get a closer look. I also noticed with raytracing off refraction looks kind of similar to additive transparency but its not great. Other than that there's the plane method you suggested.
earthquake might be able to add more suggestions.
True, we shall see. Thanks again for the help.
Also, I realized that in raster mode in the 4.02 build Thin Surface will be somewhat opaque with a value of 0. This is fixed in our internal build and will be included in the 4.03 release. For the time being Thin Surface will be fully transparent when scatter is set to 0 in ray tracing mode, but not raster.
4.03 will include an option to use Refraction and set the distortion independently from the reflectivity as well, which may be suitable for this type of effect.
Thank you for your answer. When will this version be released?