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.
Transparency with Opengl renderer
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- phtj
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- Enivob
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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…)
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 20.5
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
Windows 11 64GB Ryzen 16 core.
nVidia 3060RTX 12BG RAM.
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- phtj
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