How do you make "Transparency Overlap" work in 4.2 (Eevee)

This is how it worked in 4.1

The converted file to 4.2 shows this setup (same pov)

I tried multiple variation of settings but had no luck. Transparency Overlap should work on multiple elements but I just cant get it to work.

I tried separating the objects with different materials, using transmission instead of glass, disabling and changing render settings, nothing seems to work, any ideas?

I am assuming that you want to see the objects that are further away in the second pix…
The only way I could get something like that was to mix in a transparent shader… and select Dithered, Raytraced Transmission tended to hide the other spheres but I did not test it with a render…

You can also use a glossy shader instead of the Glass shader.

You can also select Blended /w Transparency overlap, but that is an unrealistic glass…

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Thanks for taking the time to respond, I’m aware of the different ways to fake transparency mixing nodes, but in this specific case, as far as I know, Transparency Overlap was introduced to make the first picture possible in eevee next

image

I’m looking for a total overlap of transparency

The manual explanation of Transparency Overlap seems to do exactly what I want but I can’t find the settings to activate it.

Does the Sphere thickness setting give you a different result?


And does it need a value higher than zero in the thickness output to use those settings?

Yes, Sphere and Slab combined with 0 thickness and any value above 0 give different results but none seem to interact with each other.

I already ended up using another setup but now I’m just curious about how is Transparency Overlap supposed to work.