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Blender help: alpha textures ..

The triangle artifact happens only with faces of the same objects. Below, the rear, curved windows are of one part, and the rectangular face is of another part.



Hope it is clear!
 
Still don't have a clue on the problem shown above. Certainly is a Blender 'feature' which doesn't display transparency correctly as soon as the face is a triangle. Does show up like this in the viewport, but not in the internal render. But... FSX does exhibit the same behaviour. How to tackle this?
 
Yet solved this, somehow. I discovered tonight that my VC glass material didn't have this strange behaviour, so appended this material into the external model, applied it on the external glass and now everything is fine. Hmm, interesting...
 
Hello, from a Blender newbie.

About glass, I'm completly in (that's why I follow this post).

My last step :

Take a look at the picture, you could see eyes across googles, across windscreen, across blurred prop ...

The main is the draw order, managed by the part names.

Not a strict rule as far as I know (or test).
But if you face this kind of alpha layer stack, you can try with Y or Z at the beginning of your part name, and see...

Already documented here (FSdev) for Max, this is due to the model converter I think (?)

Hopes this could help somes.

Daniel.

upload_2014-7-8_18-39-57.png
 
Here are the differences I found in my both materials. There's nothing spectacular I guess, the only important difference IMHO is the Texture influence. Can this be the clue? Settings with an * were derived from the default Cub's glass using MCX.

Good:
IOR: 4
Transp. Blend: 1.438
FSX precip: yes
Refl. scale: 30
Spec. pwr. scale: 202
Spec. bloom floor: 0.90
No base mat. spec.: yes
Texture influence: Translucency 1.000

Bad:
IOR: 1.5
Transp. Blend: 1.480
FSX precip: no
Refl. scale: 1*
Spec. pwr. scale: 172*
Spec. bloom floor: 0.51*
No base mat. spec.: no
Texture influence: no translucency

I hope this might mean something to anybody...

@Daniel-45 I can't really figure out what you're meaning. It looks just fine for me, but I might be wrong?

Bye ;)
 
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