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Z buffering? issue with Ambient Occlusion enabled

Home Forums Graphics / Blender Z buffering? issue with Ambient Occlusion enabled

  • This topic has 2 replies, 2 voices, and was last updated 1 year ago by xeon.
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  • #68889
    PLAN8
    Customer

    Using Blender 4.0.1 and V3d 4.5.0 I am seeing the ambient occlusion pass through materials that are set with no alpha transparency.

    The only way I can find to stop it is to set the blend mode on the problematic material to alpha clip – yet the material has no alpha …?

    Is this normal please?

    Thanks, Andrew

    • This topic was modified 1 year ago by PLAN8.
    #68891
    PLAN8
    Customer

    Note – I am only seeing the AO through the “backside” of the material – IE it’s a thin surface with no thickness, from the frontside, the material renders correctly, through the backside (with double-sided faces enabled) you can see the AO through the material.

    #68932
    xeon
    Customer

    I have been able to recreate this issue. Its very strange.
    B3D 4.0.1 V3D 4.5 OSX

    Its rather strange in that it acts differently if the surrounding walls have forward or reverse normals. When the normals are flipped facing away from the camera when AO is applied its as if the face with a double side material takes on a transparent look from the back side.

    example here: https://v3d.net/qr1

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

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