Hey, I’m working on a project where I have to create some sort of hologram.
To sell this idea I got multiple effects going on, some geonodes, some video layers with alpha, glass and some depth mesh.
now i have 2 outer layers with transparancy. just a line gliding along a cyclinder basically, then a glass tube, and inside i got some particles bouncing.
Now is the problem that those layers with transparancy don’t let through everything behind them.
It doesn’t matter how high i set the light paths, the problem stays. and it only happens to the particles, which is just a simple geonodes setup with a bunch of glowing spheres.
Are some of the layers perfectly overlapping? Because that wouldn’t work in Cycles. Overlapping faces would cause glitches even for transparent materials.
Is there a denoiser being used in the viewport right now? Make sure it’s not blurring the particles out of existence. Denoisers can react differently through glass, as they don’t have direct visibility to what’s behind.
I don’t know how many transparent objects I have to pass through.
If the number exceeds 50 layers, there may be parts that are not permeable.
This transmittance is not the number of objects but the number of bridge surfaces.
For example, if you pass through one sphere, you need the transmitting value of the front and back passage 2.
I’ve figured it out btw. The material i had on the particles had also transparency to them and layerweight and whatever, way to complicated material for its purpose (lazyness made me copy a hologram material). got them working now that its just a emmisive material.
thnx all