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From Blender Manual > Light Paths > Bounce Control Light paths are terminated probabilistically when specifying a minimum number of light bounces lower than the maximum. In that case, paths longer than minimum will be randomly stopped when they are expected to contribute less light to the image. This will still converge to the same image, but renders ...


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Add a plane (as "window") - give it this material: Add a box with suzanne in it with this material: world material: switch to cycles result https://youtu.be/vMg0V0UcHPs Video tutorial: https://youtu.be/Qgu4z5T-GV4


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For EEVEE: Turn “Transmission” all the way up. Turn alpha down to about 0.5 Set blend method to either hashed or blend.


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...and yes, shame on me, big Blender community, i did not answer the question "why is the colorramp....", but hopefully it is useful for stillsleep and that's what he wanted to achieve. If i understand you right, you want to convert black to transparent convert white to transparent if yes, here is the node setup: Original: convert black to ...


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Make sure that Render Properties -> Screen Space Reflections -> Refraction is on In EEVEE Objects with refraction on in their shader can't be seen when they're behind other objects. Here's the best "fake glass" EEVEE Shader I've found In this shader disable Screen Space Refraction. Set the blend mode to "Alpha Blend" enable ...


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Try something like this for your "glass" shader. As Nathan mentioned, rasterized transparency will always be lacking compared to Raytracing, and though EEVEE really doesn't like transparency through transparency, this shader attempts to strike a happy medium. Try it and see for yourself. Pay attention to the Blend Modes on the right, including the ...


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ok, i deleted some planes you created (i have no idea what they did) and i changed your cylinder material to this: result was (after i added a ground plane with some color) and here is my changed blend file to check out:


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If you have applied these directly to your base mesh you will not be able to separate them. The closest you can get to what you want is to use the multires modifier which will allow you to sculpt different levels of detail at different resolutions.


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Try setting blend mode to alpha blend Screenshot: If it does not work then try this: Keep the blend mode to alpha blend Replace translucent BSDF to transparent BSDF


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Turn off "Show backface" in the material settings. You'll have to do this for all the materials individually.


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Directly, no. Practically, yes. Z transparency was a component of materials for the blender internal render engine, which was discontinued with 2.80. I’m guessing the problem you are encountering is that your materials have been either non-transparent or dead black. How to fix: In EEVEE, you must manually set the blend method of the material to something ...


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Alpha is a different channel (like a pass) and diffuse pass is just a color channel, you could use the alpha socke with a "set alpha" to add that to a different pass.


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There is a setting under Screen Space Reflections on the Render Settings tab called Edge Fading. Just turn that to zero.


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I saw that this was partially answered, but if you want to keep your existing alpha channel there's an extra step. Create a Math node and connect the Alpha socket from the Material node to one of the two sockets, and the Front/Back socket from the Geometry node to the other. Be sure to set it to Multiply, not Add like the existing comment said.


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