I was wondering how I could take a transparent object in the bge and give it a borderlands style edge outline so that the object is still transparent but has a black edge. Right now Im using a solidify modifier to add the outline but i cant get it to cooperate with the object transparency. Im thinking that this will probably involve some code which im totally fine with. Although i would prefer a solution without code. thanx for all your answers!

  • $\begingroup$ is the object round and organic or blocky and geometrical? $\endgroup$
    – Scalia
    Oct 12 '15 at 14:05
  • $\begingroup$ well id prefer any solution to work on any kind of object, anything from cubes to humans but in this case organic and round $\endgroup$ Oct 13 '15 at 2:31
  • $\begingroup$ still looking for an answer thank you to the people who have taken the time to look over my question $\endgroup$ Oct 27 '15 at 1:07

enter image description here

  1. You need 2 object, one with a wire transparent material the other with solid material.

enter image description here

  1. You can adjust the alpha in Transparency.

enter image description here

enter image description here

3 And can control with a script, also control the scale.

script.py (example)

from bge import logic

class ObjectsList():
    def __init__(self, controller):
        self.obj = [obj for obj in logic.getCurrentScene().objectsInactive if not obj.name[-1].isdigit()]
        self.objLiner = [obj for obj in logic.getCurrentScene().objectsInactive if obj.name[-1].isdigit()]

    def main(self):
        if len(self.obj) > 0:
            obj = self.obj.pop(0)
            outliner = self.objLiner.pop(0)
            ##creating a solid obj
            mainObj = logic.getCurrentScene().addObject(obj.name)
            ##creating outliner
            outlinerObj = logic.getCurrentScene().addObject(outliner.name)
            ##scaling up
            outlinerObj.localScale = [1.04]*3
            ##changing alpha
            outlinerObj.meshes[0].materials[0].alpha = 0.3
            print('obj created...')

def main(controller ):
    if not 'init' in controller.owner.getPropertyNames():
        controller.owner['objHandler'] = ObjectsList(controller)
        controller.owner['init'] = True


Python API (bge object material)


I couldnt found relate documentation about change material type: wire


You can do this in post processing, but it is not easy. Here's an image with a "grainy" effect on an outline:

enter image description here

And here's one with a more normal outline:

enter image description here

As you can see here, the outline is not blocked by other objects. This is just how I have it set up currently. With some more tweaking you can make it so that other objects block the outline.

How is this done? I create a renderpass of just the chair (by setting everything else invisible temporarily). Then I run an edge-detect on that and overlay it on the scene. This is done through render to texture to get the image into a texture, and a node shader. This is not trivial to explain how to set up, so here's a blend file for you to play with:

  • $\begingroup$ Does this apply to the game engine? Do we have game engine shading nodes? $\endgroup$
    – Leander
    May 9 '17 at 8:40
  • $\begingroup$ This is in the game engine. You can convert the image from a not-currently-used camera into a texture. And then you can use that texture with the material nodes. $\endgroup$
    – sdfgeoff
    May 9 '17 at 19:01
  • $\begingroup$ Added example blend file. $\endgroup$
    – sdfgeoff
    May 9 '17 at 19:35

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.