How can I adjust the transparency to eliminate its effect on the some objects behind
Maybe I don’t understand your question ?
However, if this is what you want ( no compositing tags )
Then, just move the cube in front of the transparent sphere
no, the object should be behind a semitransparent surface, but it should look like it is in front of it
Can a compositing tag (or another) help?
the cube should be inside the sphere
the cube and sphere are just for example, this possibility is theoretically interesting
I don’t think there is a composition option that does exactly that.
In the attached example I’ve used an alpha channel to cut a hole in the shader of the sphere that is exaclty the shape of the cube. That alpha is made by duplicating the scene without the sphere, moving it out of the way, and using the camera shader to apply that to the Sphere. In this way it renders in one pass.
Visually it does make the cube unaffected by the half-transparency of the sphere. The downside is that there is a (alpha) hole in the sphere now.
This is a very clunky workaround so depending on other factors, It might or might not work for you.
hole in sphere.c4d (244.9 KB)
thank you, but this approach is not acceptable, several translucent layers with animation are assumed in the scene
Hi there, you can try to apply two materials to your sphere. The material you want see is set with Back in the Material Tag Properties, and the transparent one is set with Front. This way you skip the front-facing polygons.
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3D Outsourcing Company
thanks, very interesting opportunity!
unfortunately not suitable for a cube behind a plane for example
Is this something you’ve seen somewhere ?
Has it ever been done before ?
Is there a similar image or video using the effect you try to achieve ?
this problem is solved by compositing, I just wanted to know if it is possible at the rendering stage





