Transparency with Opengl renderer

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I am having some trouble getting transparency to work with the opengl renderer. I am n Win 7, with Nvidia K1100M.

When I apply the default glass material to the front of this box, it becomes 100% transparent, so it looks like there is nothing there. (See ogl_test1.jpg)

When I apply a material with opacity maps, then it becomes totally opaque. (See ogl_test2.jpg)

I have tried the parameters in the material OGL settings, but the do not seem to have any effect.

Any help much appreciated.

Attachments:
ogl_test2.jpg (93.5 KB)
ogl_test1.jpg (137.7 KB)

Patrick
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The OpenGL render node is kind of in a “place holder” state at this time, IMO. It also does not do reflections either. Even if you write a GLSL shader for it, as of H14, you can not render with a custom shader. Custom shaders only work for the viewport, not the ROP.

Personally I would like to see some love/dev put into the OpenGL rop. I think there is a lot of potential for high speed basic rendering by leveraging the GPU/OpenGL of video cards.

At this time I think it is mainly used to kick out a wireframe version of a render so you can cross-fade between the final render and your viewport for demo reel purposes (such as turn-table model profiling etc…)
Using Houdini Indie 20.0
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Thanks Enivob - that is good to know. I thought ot was just me doing something wrong.
Patrick
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mhhh.. fwiw, at my work we write custom GLSL shaders and happily render with the openGL rop (including reflections). are the issues you are having with custom shaders also due to transparencies?
-G
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Wow, can you share any of those shaders or techniques for rendering custom GLSL shaders with the default OpenGL ROP for Apprentice?
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Is this with H15? All issues with transparency and the OpenGL ROP were fixed for H15. If it's still causing problems, please submit a bug.
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