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I'm doing an outline effect in blender cycles using a displacement modifier, duplicate mesh, and the backface option on a geometry node.

Here is a picture of my set up: enter image description here

The displaced duplicate mesh is placed directly on top of the original mesh. The original mesh has a red transparent shader, but isn't transparent at all.

How do I get it so that internal mesh becomes transparent? Any advice would be appreciated, thank you.

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  • $\begingroup$ What is the node setup for the red shader? $\endgroup$ – gandalf3 Jul 6 '18 at 21:10
  • $\begingroup$ By the way, you can avoid the duplicate object with a solidify modifier, see blender.stackexchange.com/a/31194/599 $\endgroup$ – gandalf3 Jul 6 '18 at 21:12
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    $\begingroup$ @gandalf3 A plain red transparent shader. It actually is transparent and only has the red "tint" as per usual with colored transparent shaders. The problem is, that we can see the backfacing white object behind it. $\endgroup$ – Leander Jul 6 '18 at 21:13
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    $\begingroup$ @Leander Good point. In that case, transparent depth node to the rescue :) $\endgroup$ – gandalf3 Jul 6 '18 at 21:14
  • $\begingroup$ blender.stackexchange.com/questions/28422/… $\endgroup$ – user1853 Jul 6 '18 at 21:17
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Your transparent material is actually transparent and only has the red tint as per usual with colored transparent shaders. The problem is, that we can see the backfacing white object behind it.

To hide the backfacing object behind the inner geometry, use the ray depth information as mentioned by gandalf3 in the comments.

enter image description here

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  • $\begingroup$ I just tried your set up and got different results, may I please have the blend file to look over? I appreciate you taking the time to help. Thank you. $\endgroup$ – Remington Jul 7 '18 at 0:00
  • $\begingroup$ Nevermind, I just had to use the solidfy model instead. Thank you! $\endgroup$ – Remington Jul 7 '18 at 0:04

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