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Is there any way to render Freestyle edges according to their real visibility on camera, by taking in consideration the alpha transparency maps of occluding objects, without compositing multiple render layers ?

There is scenarios where compositing RenderLayers cannot be done, because the occluding object surrounds the target (ex. particle field) or because of the scene complexity (too much objects, camera paths...).

In the following example, green strokes aren't rendered when occluded by the plane with a red overlay that uses Z transparency and a circle texture as alpha.

freestyle alpha visibility

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  • $\begingroup$ This is a known limitation/issue.. wiki.blender.org/index.php/Doc:2.6/Manual/Render/… $\endgroup$ – gandalf3 Sep 10 '14 at 20:36
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    $\begingroup$ how about rendering them in different layers? $\endgroup$ – BlendingJake Dec 25 '14 at 14:22
  • $\begingroup$ @BlendingJake Excellent idea! $\endgroup$ – VRM Dec 25 '14 at 23:43
  • $\begingroup$ I have bad english knowledge- could you explain, what do you exactly want to do? Maybe I can help... $\endgroup$ – Adrians Netlis Dec 29 '14 at 20:19
  • $\begingroup$ We want to be able to show Freestyle lines on an object behind a face with a transparent material. $\endgroup$ – VRM Dec 30 '14 at 3:00
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This is not possible in the current implementation of Freestyle.

Blender 2.79, Freestyle Known Limitations

Transparent faces are treated as opaque faces.

@gandalf3 / Blender 2.6

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