Home › Forums › Graphics / Blender › Blender 4.2 – best settings for transparency rendered in Verge3d?
- This topic has 12 replies, 3 voices, and was last updated 2 months ago by c4cc.
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2024-09-11 at 4:09 am #77303c4ccParticipant2024-09-11 at 5:37 am #77305xeonCustomer
It depends.. each method is based on your needs and has it advantages and disadvantages based on your specific needs. All three hash, clip and blend all have purposes and use cases. You shader setup also has a great impact to how they perform .
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-11 at 8:33 am #77315c4ccParticipantWhat you say is true.
Sorry, I forgot to ask how to get my objects as they appeared in Blender 4.2 to appear in Verge3d render. Such as, do I have to change the render method from blend?
- This reply was modified 2 months, 1 week ago by c4cc.
2024-09-12 at 5:01 am #77328c4ccParticipantHow do I get those procedural nodes supported for verge3d? I want the same procedural
glass to appear in verge3d as it did in blender2024-09-12 at 6:46 am #77329abd3dParticipantThere is demo available in verge3d store for transparency, you should check it out for more understanding how it works.
enable screen space refraction for that material in post processing in puzzle, you can find in the demo how to use it,
Use world ( environment) instead of simple grey color so that you can see refraction and reflection easily.
Use glossy bsdf instead of glass bsdf2024-09-12 at 9:31 am #77336c4ccParticipantThanks, I’ll try this and get back to you asap
2024-09-12 at 10:06 am #77337c4ccParticipantAlso, while I did download that transparency app in verge3d store, sadly it was produced in versions of blender before 4.2, meaning the transparency effects may be inaccurate of what it was intended.
Just how do textures enable procedural transparency, anyway?
- This reply was modified 2 months ago by c4cc.
2024-09-16 at 4:31 pm #77381c4ccParticipantThere is demo available in verge3d store for transparency, you should check it out for more understanding how it works.
enable screen space refraction for that material in post processing in puzzle, you can find in the demo how to use it,
Use world ( environment) instead of simple grey color so that you can see refraction and reflection easily.
Use glossy bsdf instead of glass bsdfThat transparency demo doesn’t show the glass/glossy shader for transparency for objects.
I tried to use screen space refraction, no luck sadly.
I did try glossy bsdf,
looks like the closest to what I need at leastsadly still no change when I viewed in sneak peak
- This reply was modified 2 months ago by c4cc.
2024-09-16 at 5:15 pm #77383c4ccParticipant.
enable screen space refraction for that material in post processing in puzzle, you can find in the demo how to use it,I tried, sadly, it was only for SSR_Refraction, not transparency
2024-09-16 at 9:32 pm #77387xeonCustomerJust wanting to make sure I understand what you are trying to replicate.
In your original images you have a texture that is oddly blocking the outlines in Blender and then showing them in Verge3d.Are you wanting the outline colors to disappear when they are inside an object?
If so what does your shader node look like to accomplish this?Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-17 at 3:32 am #77389c4ccParticipantI want my transparency effects in blender to appear in verge3d, exactly as they do in blender.
No, I don’t want the green outline colors to disappear when they are inside object.My shader nodes, and desired transparency shader for verge3d are in below screenshots.
- This reply was modified 2 months ago by c4cc.
2024-09-17 at 5:01 am #77391xeonCustomerMaybe…..as I would need to see more of you settings to validate what I am going to suggest…..
Since you are using Blender 4.2…you may have watched videos on how to create glass or transparent materials in Blender 4.2 on youtube or other sources where these people show various settings for Blender 4.2 using EEVEE “next” to render transparency.
After reviewing many of these myself I am pretty sure none of them will work as a method for transparency in Verge3D. I would strongly suggest following the examples and methods shown here (https://www.soft8soft.com/docs/manual/en/blender/Transparency.html) and in the transparency demo.
If you want full control over transparency…you have to turn the Verge3D Blend Mode setting to alpha clip, hash or blend….Auto…is okay if the results you are getting are ok, just keep in mind it (verge3d) may decide at a later date your object should be opaque and you didn’t specify so it may change it based on its own decision making since you aren’t making a choice.
With EEVEE next, you can get quality much closer to Cycles but man (if not all) these features do not translate to Verge3D.
Your material nodes are fine..nothing special there and will work in V3D. You will need to go back through your Material Settings and turn off things specific to EEVEE next. Simple way…it if didn’t exist in EEVEE from Blender 4.1. dont turn it on.
Another option is to create the material in Blender 4.1…get it to look the way you want in V3D and then append that material/object into Blender 4.2 and you will get what you are expecting as long as you dont mess with settings that are not compatible with V3D.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-17 at 6:33 am #77402c4ccParticipant -
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