Viewport render alpha sorting issue in Eevee #71230
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Reference: blender/blender#71230
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System Information
Operating system: Windows-10-10.0.16299 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.08
Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash:
f6cb5f5449
Worked: (optional)
Short description of error
Please, check the scene with reproduced bug showing the issue with alpha transparency. When I try to render the plane with "Alpha Blend" transparency mode, I see alpha is not cut and rendered correctly. After long investigation, i found that render of "Alpha Blend" transparency calculation is related to object pointer closer to camera /The closest origin in the scene is displayed fist/on top/. Please, check if you move the origin point to 3d cursor. This is not same calculation and happening/ appearing with "Alpha Harshed", don't know the reason. I need to present this as real-time preview next week. "Alpha Harshed" will not work properly at all for me.
Exact steps for others to reproduce the error
Simply move the origin point of the left plane closer and far from the one of the Road in relation to camera distance, to see problem with alpha transparency. {F7873777}Please check the provided blend file.
Added subscriber: @IvayloGogov
Added subscriber: @lichtwerk
I believe the "problem" you are seeing is related to the sorting problem described here: https://docs.blender.org/manual/en/dev/render/eevee/materials/settings.html#sorting-problem
So your observation is right,
Alpha Blend
is not per fragement(pixel), but per object(origin).Now to
Alpha Hashed
:This should eliminate the sorting problem (and it does for me using your file)
You say
Could you specify what is not working at all for you?
Viewport render order issue in Eeveeto Viewport render alpha sorting issue in EeveeHello Philipp,
I appreciate your feedback. The problem I have is related with custom positioning on pivot points for achieving specific type of custom object behavior, in a real-time rendering application for embedded stuff.
Currently, I'm building a prove of concept in Blender to show this to a customer, as prototype for approval.
The anнoing issue I had, is using alpha blend transparency calculation but not achieving the effect as in Alpha Harshed for the accuracy. I'm not rendering anything, but I will show objects with textures in real-time driver related animations.
With the current graphic card I'm following your suggestion by increasing the samples in eevee to 1024 and still for small textures in "Alpha Harshed" mode is too noise.
Question to developers? Can you use the accurate calculation from "Alpha Harshed" to create the same accurate calculation and program understanding for "Alpha Blend". Even more than that, can we have custom render order in EEVEE view-port, which can also be used when we render from it? Current render order is not visible, and we can play with it only when we composed stuff at the end of production process?
Changed status from 'Open' to: 'Archived'
As stated in https://docs.blender.org/manual/en/dev/render/eevee/materials/settings.html#sorting-problem, this is not the way it works atm.
While this might be good for you application [and it is not impossible to implement], your suggestion is more of a feature/option request, which is best handled in other channels https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
For more information on why this isn't considered a bug, visit: https://wiki.blender.org/wiki/Reference/Not_a_bug