Viewport alpha handling + vertex colors in COPs

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Hello, is there a way to get the viewport to show overlapping transparent objects? It seems right now that any object with transparency in the viewport is not rendered if it is behind other objects with transparency, like in the image below.

And another quick question; Is there a recommended way to work with vertex colors inside COPs/is it even possible? The colors in the image below are vertex colors for use in a shader in a game engine, and i would like them to not tint the preview inside of COPs. But also on the other hand, what if you do want to use a vertex color inside COPs? Say i want to multiply the vertex color R channel with a texture or something, how would you do that, ideally without baking them to a texture? (In the vulkan viewport of course, I know it is possible in a render.)

Thanks in advance to any helpers!

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I’m not sure if I understood you correctly, but if you’re talking about SOPs—here is a box with an alpha channel and a torus behind it, and as you can see, the transparency is rendering correctly.

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Thank you for answering! I do mean inside of a COP network, but I think they use more or less the same viewport actually, and your example is a way better way to illustrate what i am talking about. As you can see in the image below, if i also give the torus an alpha value (0.5 in this case but it doesn't matter) then it disappears behind the cube! It makes it very hard to get an accurate view of what this would look like in another context since that usually isn't how alpha works.

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Transparency sorting is apparently very expensive in viewport processing, so is handled on a per-geometry basis.

In SOPs: to force multi-transparency like you're describing, add a 'Visualize properties' SOP to the node chain and under 'Transparency Sorting' set to 'Enable'.
Edited by Mike_A - 昨日 10:08:32
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