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I'm trying to create a mesh with faces that are semitransparent in such a manner that I can see the back faces through the front faces.

Setting the transparency of the material allowed me to see a completely different mesh if it were behind the "transparent" mesh, but it didn't allow me to see through to its own faces.

The mesh as a whole got transparent, but the faces all kept an opaque appearance (if that makes any sense).

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  • $\begingroup$ Are you using BI or cycles? I'm guessing BI.. This is caused by backface culling. $\endgroup$ – gandalf3 Jun 11 '14 at 6:02
  • $\begingroup$ Or possibly Blender Game Engine? Then you will not only have to deal with backface culling, but also with the rendering order of the triangles. $\endgroup$ – maddin45 Jun 11 '14 at 6:34
  • $\begingroup$ Related: blender.stackexchange.com/a/10838/599 $\endgroup$ – gandalf3 Jun 11 '14 at 6:43
  • $\begingroup$ I assume BI as well. I'm intending to pull the models into SceneKit (iOS) so I'm not sure if cycles will work, but I'll give it a try! I'll try your approach tonight. Thank you! $\endgroup$ – RyJ Jun 11 '14 at 16:02
  • $\begingroup$ @RyJ I don't know anything about scenekit, but I'm guessing you will have to set up the shading outside of blender. See blender.stackexchange.com/q/9215/599. $\endgroup$ – gandalf3 Jun 11 '14 at 18:52
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Using a simplified version of the node setup from my answer here, you can do this with cycles (click on the image to get a bigger version):

enter image description here

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  • $\begingroup$ In an unrelated question: How do you get to this tree view? The upper portion of your image? $\endgroup$ – RyJ Jun 11 '14 at 16:08
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    $\begingroup$ @RyJ This is Node Editor accessible from each window menu (left icon). $\endgroup$ – stacker Jun 11 '14 at 18:47

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