Quote from: Seth on May 24, 2010, 11:02:40 AM
Oh yes, didn't mean to say it was a bug
I do think that this a bug. The lower subsurface render detail isn't what I'm trying to draw attention to here.
Reading Matt's quote in the first post here, the lower subsurface render detail was in place before any of the general public got a hold of the transparent water shader. That's not the issue I'm bringing up in this thread. It worked pretty much the same as how you describe, in that respect.
It's these nasty, black artefacts. It's a far cry from the first time we seen the water shader, know? The first thing I done was to work out how to texture all sorts of things and relish the lovely transparency. I could apply it to a sphere - instant crystal ball, pop it into an object - beautiful block of glass.
I do agree, obviously, that the shadowing issues needed to be fixed so that it was actually rendering these incorrect shadows correctly, as well.
Now when you try these things, though, you get a black spotty object.
What's really interesting, though, is the other thread here(Marc's 'Glass' thread). When you see that transparency rendered, it doesn't appear to be of
any lower render detail than the rest of the scene and, it really
isn't render-time heavy at all. I'm
very impressed with it.
The only real render issue I can spot with it(barring the
'doesn't work every time' factor
) is that; back faces of objects that it is applied to do not render, even when checked as 'double sided surface'. This was normal for the water shader, though.
I just wonder, what has happened to transparency render outputs in more recent builds than the TP's.