I’m trying to render a relatively simple animation of water coming out of pipes, but I can’t get the ray-traced transparency to work. In case it had something to do with the interaction of the fluid and the transparency, I tried deleting the fluid part and just putting the texture on a sphere, but it still gives the same weird result.
I have Ray Tracing on in the Render settings, but when I choose “Transparency” from the Alpha dropdown I get this:
(It may not be obvious from the way it looks here, but the sphere is transparent, not as in it’s showing the wall behind it, which is what should be happening, but as in that entire part of the image is transparent and showing the background color of the web page.)
And when I choose “Sky” I get something different but still wrong – apparently as a new user I can only include one image in a post, so I can’t include the image directly here, but I’ve put the image online at http://alunclewe.com/misc/PipesRender2.png
Apparently it just applies the transparency or sky to that part of the image, not showing what’s behind the water. What I want to happen, of course, is for the sphere to be transparent and refractive and show a distorted version of the wall behind it, but that’s not what’s happening.
Since I’m a new user, I can’t upload the .blend file as an attachment, but I’ve put it online:
Using Cycles is not an option for this project… I need to render the entire 9000-frame animation, and Cycles renders slowly enough on my computer that it would take an absolutely unacceptable amount of time. If there’s really no way to get this working with the Blender Internal render, I’ll have to use z-transparency and live with the lack of refraction (the final thing is going to be small enough that may not be obvious anyway), but I’m hoping I’m just overlooking something simple…
Thanks in advance for any advice!