Author Topic: Through the Opacity my normals looks inverted  (Read 2276 times)

Hello everyone,
I was texturing my car and when i created the opacity channel for my glass something strange happened. If i look my model through that glass i can see interiors normals flipped but they are ok if i look at them without the glass. I don't know what's happening. Thanks in advance for help. I attach two screens.

No glass

For the glass material did you use the shader with alpha blending?

If not make a shader instance and pick that shader instead of the default pbr metal rough.

Easy to do.  Switch in the texture set list.

What does it look like with Iray?
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I've used shader with alpha blending since the beginning and it's not that. But seems to work because in iray it looks ok. I don't know why in viewport i see all the normals inverted through the glass material. Thanks for the tips! :)

I'm glad it's working in Iray.

I believe the answer is the OpenGL viewport shader is not very robust in how it handles opacity.

Cool looking car, from what is visible in these images.  :)
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I've seen this when the alpha blending is set on the entire object. What Allegorithmic has suggested in the past, is as stated above, create a new shader instance and set only the glass to the alpha blending shader, and then rest of the car to pbr-metal-rough.