EDIT: I'm changing this post to a simple question since I realize it was dumb to begin with. Sorry for the confusion.
I'm creating a transparent material inside of Marmoset Toolbag 3 and have run into a problem. I can get the lenses of this model to become transparent, but it's hiding the interior geometry of the optic for some reason. The lenses are two separate meshes.
If I remove either lens then I can see the interior from that respective side of the optic.
What's the issue?
Thanks for your help.
Replies
I think generally speaking you'll want the glass to have its own material for such a use-case. At least speaking for Marmoset.
Not sure if it also should be its own mesh, but I imagine that's how I'd do it.
Oh really? Well that sucks. The lenses are their own mesh, though. I should've mentioned that.
See also @EarthQuake 's advice here https://polycount.com/discussion/comment/2774432/#Comment_2774432
Also if I try to do it the Marmoset way, I can get these meshes to be transparent but I have another issue. I can see through my base mesh for some reason. Here is what it looks like. The purple geometry is going to be my emissive red dot.
(Don't look at the poor normal details πͺ)
The interior looks like this if I hide the lenses, so what gives?
I totally forgot I created this thread, sorry to spam the forums.
Make sure your transparency is off entirely for the material the gun is using (i.e. disabled), and make sure your lens is using its own material with the correct transparency/reflection settings.
Looks like it could be depth-sorting issues (the renderer not knowing what order to layer things) β Otherwise, not sure!
(Pretty sure, actually! Was able to get the same effect with some basic shapes on my end; if the solid bits have refraction/transparency enabled, things get weird.)
I'm sorry, I don't understand what you mean. How do the opaque parts have refraction/transparency enabled? Do you mean the opaque parts have an opacity channel but are set to 0, so the solution is to turn opacity off? I only have the glass enabled with opacity in Substance Painter.
If I turn on opacity for the opaque parts and set it to zero I still have the same problem, just as a test. I'm using one UV tile for the whole thing, so I have the glass masked off like this:
I think this was a poor way to handle this from what I can tell now, but I'll just do better next time.
Just to be fully clear, I mean in marmoset. (I'm not really sure how it works in substance.)
Hopefully this conveys what I mean!
Ah, I understand. This worked! Thank you very much for the help! π