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I tried to find out, if the weird "Dither / Raster" Effect AMD Users are experiencing can somehow be fixed or worked around by altering the Material with MCX in the Scenery.
When I disable "Alpha to coverage" for the Material, the Effect is completely gone and the transparent Parts of the Material are still that. But it completely messes up the Z-Order it seems. Other Buildings (same model/scenery file) are either drawn in Front (although behind) or being blocked (although in front).
So my Question would be, how would a PBR Material with transparent and opaque Parts be defined generally (in MCX terms) without using this "Alpha to coverage" Option - if possible at all?!
When I disable "Alpha to coverage" for the Material, the Effect is completely gone and the transparent Parts of the Material are still that. But it completely messes up the Z-Order it seems. Other Buildings (same model/scenery file) are either drawn in Front (although behind) or being blocked (although in front).
So my Question would be, how would a PBR Material with transparent and opaque Parts be defined generally (in MCX terms) without using this "Alpha to coverage" Option - if possible at all?!