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I have two geometry nodes set up on different objects, one inside the other. The layout looks like this:enter image description here

However, in the material preview, viewport shading, and final render, the inner geometry is somehow "rendered out" by the outer geometry. When I switch to Cycles, the same thing happens for the material preview, but the viewport shading view and render look how I expect them to. Here's the material preview (in Eevee). enter image description here

I previously had this set up as a single geometry nodes modifier using the Join Geometry node, which strangely caused the opposite problem (i. e., the inner geometry was completely visible through the outer geometry). For whatever reason both issues go away as long as I don't assign any material to the outer geometry. Currently I just have a default principled BSDF material assigned for testing purposes.

Here are the geometry nodes for inner and outer geometries respectively: enter image description here enter image description here

And here are the shaders for inner and outer geometries respectively: enter image description here enter image description here

I'm pretty new to Blender, so hopefully this is just something simple I'm overlooking. Thanks for helping me out!

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  • $\begingroup$ check out the blending mode of the material. Make sure it's set to opaque $\endgroup$
    – Alex
    Mar 24 at 20:24
  • $\begingroup$ Ah thanks, that does fix it! I was hoping to play around with transparency later, but it seems like Alpha Hash also gets rid of the weird transparency artifacts. Only alpha blend causes issues. For some reason, deleting the other (non-emissive) light source also makes alpha blend behave better, as long as it's only on the exterior material. Lots to learn. $\endgroup$ Mar 24 at 20:49

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