Alpha problem in MAT

Hi, maybe I have missed some settings but does anyone know how to fix it?
I wanted to put a transparent object in front of a wall.
I assigned ramp TOP as an alpha map in a phong MAT but the wall was also clipped.

On the common page, set the blend transparency to true.

Thanks for reply.
I thought about it but it’s already on.

I was on mobile so I could not see that you are using it as an alphaMap and not as a colorMap.
Simply disable the uniform Alpha toggle.

Thanks.
Another issue is if there is one more object between them, the same thing happen again.

The issue you’re seeing comes up with transparent objects and render order.

You can try turning on order independent transparency in the render top (more expensive though) or change the render priority of the transparent objects so they render after the opaque objects.

Yet another option is to split the transparent objects off into a render pass connected to your primary render top, and render transparent objects there only (don’t clear depth or color fyi)

If you still have troubles upload your example

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You could also try Alpha-to-Coverage mode (and disable blending on MAT Common page).

Order independent transparency mode also requires that blending be disabled, as a side note.

^ required reading, it seems lengthy, but it’ll save you time in the long run!

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Thanks, that’s one of solutions for it.
I thought I tried to use a transparent cone as a volumetric light, so if in the situation that objects move back and forth, maybe I should try different way.
But off course it works depending situations.

It’s a good reference, thanks.
I haven’t tested Alpha-to-Coverage before.
I tried but it looks subtle and granular. Do you know how to make it better?

And it looks pretty all right in geometry viewer.
I hope render top can render as it is.