I am looking at mesh surfaces that intersect themselves and show both sides (inside/outside). It's easier to put one here than to explain. So far, I can not
cycles render it with transparency. It renders completely opaque for me. I'm toggling alt-z and it changes from semi-transparent to opaque in normal view (object mode) but always opaque in render. It is interesting to watch when toggling
I give the shape here, because there may be some strange thing due to the variety of surface normal directions.
I don't want glass or refraction, I just want to see the surfaces themselves in some way that I can see inside.
NOTE: it DOES render semi-transparent in
blender render. Using 2.74. I think I will have to play with multiple lights and diffuseness before it looks excellent.
import bpy import numpy as np nth, nph = 101, 200 th = np.linspace(-0.5*np.pi, 0.5*np.pi, nth) phi = np.linspace(-np.pi, np.pi, nph) y3 = np.sin(th) - 1.8*np.sin(th)**3 X = np.cos(phi)[None,:] * np.cos(th)[:,None] Y = np.sin(phi)[None,:] * np.cos(th)[:,None] Z = np.zeros_like(X) + y3[:,None] verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())] faces =  for ith in range(nth-1): for iph in range(nph-1): v1 = nph*ith + iph v2 = v1 + 1 v3 = v2 + nph v4 = v3 - 1 faces.append((v1, v2, v3, v4)) purple = bpy.data.materials.new("transPurple") purple.diffuse_color = (1.0, 0.0, 0.67) purple.alpha = 0.2 purple.use_transparency = True me = bpy.data.meshes.new('wow') ob = bpy.data.objects.new('wow', me) ob.location = (0.0, 0.0, 2.0) bpy.context.scene.objects.link(ob) me.from_pydata(verts,,faces) ob.active_material = purple ob.show_transparent = True bpy.data.objects['wow'].select = False bpy.data.objects['wow'].select = True bpy.ops.object.shade_smooth()