davo Posted May 23, 2004 Share Posted May 23, 2004 the subject line should read "using vops to cull" i have an object i want to render with transparency but i only want the faces facing the camera to render transparent and the rest to not render at all. for example, i have a head but i can see the inner geometry of the ear , mouth eyeballs etc.. since they are inside the head i don't want them to render at all...any ideas? thanks, davo Quote Link to comment Share on other sites More sharing options...
stevenong Posted May 24, 2004 Share Posted May 24, 2004 Hi Davo, You shouldn't need to use VOPs for this. Under the Shading tab of the Object, please turn on "Backface Removal". The option tells mantra to not render faces if their normal is pointing away from the camera. Please let us know if this is what you're looking for. Cheers! steven Quote Link to comment Share on other sites More sharing options...
davo Posted May 24, 2004 Author Share Posted May 24, 2004 Yes this is halfway there, I can still see the front faces of the geometry behind the surface of my face though...i'm not sure how to deal with that. thanks, davo Quote Link to comment Share on other sites More sharing options...
davo Posted May 24, 2004 Author Share Posted May 24, 2004 Here is the other half of the issue more specifically... Overlapping surfaces add their transparencies together which doesn't look right for what i am doing. for example if you are looking at the legs of my object from a 3/4 quarter view you will see the the first leg transparent....where the first leg overlaps the front faces of the second leg there is a doubling of the color values (which is completely to be expected) but how would i create a shader to ignore that second surface is there is another surface infront of it? Thanks, Davo Quote Link to comment Share on other sites More sharing options...
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