The reason we treat opacity > 66% as opaque is that it's too expensive
(slow) to get the display correct with "almost opaque" part colors. To get
it right, you have to do a complete back to front sort at the pixel
evel -- not easy to do fast. (There are starting to be some techniques
around for doing this called "layer peeling" but they're pretty hardware
specific and still not always fast). If you don't do that, you get really
goofy looking displays where things that should be behind look like they're
in front.
Up to about 66% opaque you can get away with faster ways of displaying
transparency, so that's what we do.
We support defining materials over the full opacity range so that you can
get the effect you want in offline renderers (like Studio), where speed is
not the primary issue.
To make something opaque look like dark glass have you tried turning up the
"shininess" slider?
wrote in message news:4832375@discussion.autodesk.com...
Why is it that if something is over 66% opaque, then it has no transparency
at all? Why even have numbers above 66%? Is there any other way you can
still make it look a little like glass but be mostly opaque above 66%?
Kevin