I want to know if it's possible to make an object transparent just based on how the object is rendered when it's not transparent. I want this to avoid seeing the faces inside or on the other side of the object.

This is what I'm currently getting: enter image description here

This is what I want to be able to do (done with post editing): enter image description here

  • $\begingroup$ Try the Geometry node front/back output socket for filtering the face transparency, if you are using node materials $\endgroup$ Feb 7 '17 at 19:24
  • $\begingroup$ I don't think the problem here is that the backfaces are showing, it is the frontfaces inside/behind the object that is normally obscured when the object is not transparent. Example project: Download $\endgroup$
    – Nohac
    Feb 7 '17 at 22:26
  • $\begingroup$ Yeah, your are right, I mean some of them are, but the viewport seems to get confused about it somehow. Anyway it would do about the same as Backface culling, never mind $\endgroup$ Feb 8 '17 at 1:44

In the material editor (cycles) add a geometry node and look at the "Backfacing" output. Plug it into the fac of a new mix shader where one input is what you already have and the other is a completely white Transparent shader. You haven't uploaded a .blend file so I can't know what exactly you are doing but I hope this helps.

  • $\begingroup$ The user is specifically using the Blender Game Engine, not Cycles $\endgroup$ Feb 7 '17 at 19:23

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