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MSFS Alpha material problems with Z-sorting

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ca-ontario
Does anyone have a sure-fire way of using Alpha materials so that they sort properly? I am using MCX to convert from P3D objects to MSFS, and while my Alpha materials worked properly in P3D, MSFS has a problem with sorting them - this is what I am talking about:

2023-05-22.png

The guardrail material is a simple texture with Alpha channel, the idea is to save on mesh complexity, by mapping guardrail on a simple 4-vertex poly. Note, I am using 2 polys, back to back, for front and back side, NOT the "Double sided" property in enhanced parameters material section. As you can see, the farther guardrail is overlapping the nearer guardrail.

Anyone knows the proper material settings to make this work properly? I did play with the "Alpha Test" parameters, but nothing yielded proper results.
 
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Normally, you control the alpha stacking with the draw order parameter. The rendering should go from the lowest draw order to highest. But in your case, it's not a "stack" since depending on the direction, either one should render first.
This is a tough one. Maybe keep the alpha texture version as a farther LOD and model it with more surfaces for the closest LOD.
 

rhumbaflappy

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us-wisconsin
I think you need to make the MCX material as double-sided and under PBR set the Alpha-mode as Mask (not blend).
 
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820
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ca-ontario
I think you need to make the MCX material as double-sided and under PBR set the Alpha-mode as Mask (not blend).
That worked!! - Thank you, sir, you have saved me a lot of hours experimenting! (and, you probably meant "MSFS material", not "MCX material")

However, there is one caveat - If I make the material double-sided, both sides of the polygon get shaded the same way (unless I am missing another setting). This makes them look wrong in the sunlight, basically, the side that should be in the shade is fully lit. So, I resorted to not using "double sided" switch and making extra "inside" geometry, which gets properly shaded. Works perfectly with just "Alpha" as mask.

Now - Since I haven't switched to the latest 3DS MAX and I am using MCX to convert my models, I wonder if there is a setting for FSX material that is equivalent to Alpha-mode "Mask" setting? I would like then to set this property in 3DS MAX, which would save me time since I have to set this on every alpha material in MCX every time I update the model (which is often ;) )
 
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