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  • Published 12 Nov 2018

It is impossible to see a glass through a glass in eevee??

For a long time I tried to figure out some way to make a glass visible behind another glass in the eevee.

I just wanted to do something simple. Make a flower pot, showing the detail of the water inside the pot.

But eevee simply does not support it. It is currently impossible to see a transparent surface through another transparent surface.

This is a serious problem because it creates gigantic limitations for the use of transparencies in blender / eevee.

But if this is possible then it is necessary that this be easily shown in the interface/configs to improve the user experience, after all ... Until today I have not figured out how to do this.

Rasterization softwares suffer from this and I know it's something complicated. But software like Lumion has solved it years ago, so I know this problem has a solution.

eevee.png

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Development Status: Open

Upvote 11 Downvote 0
augusto.c.felix
12 Nov 2018

3 Comments

Ratinod

You can see another glass through the glass. But finding how to do it was really quite difficult. Try to adjust the material (the main thing is to setup the "options" section in material) as in the screenshot. i.imgur.com/QeAWv6P.png

3
emil.assarsson

I think that they will get some sorting options in place as well. But even then you may get artefacts when using transparency. In game graphics you will need to sort the mesh so that the parts furthers away get drawn first. There is something call Depth Peeling which could do it for you but this sorting is expensive. But I guess that it's really useful for blender as a way to get quick and correct result without the need to manually sorting meshes as it's intension is not to be a game engine but rather a quick renderer.

emil.assarsson

And also... the glass shader with refraction is another little beast. I have not looked into the code but I think that the image used for the distorted result is a deferred render pass that only have solids and masked solids... it doesn't contain any other transparent object so they doesn't show up at all. Maybe it could be done with multiple render passes? First render all the solids... then all non overlapping transparents and then overlapping transparents sequentially .

blender.community/c/rightclickselect/nncbbc/support-order-independent-transparency