Kydoimos 916 Posted July 28, 2016 Hi all, Does anyone know what might be causing this issue? I've sorted the Alphas, used the correct suffixes (_co / _ca) but I'm getting transparent objects with AO turned on... you can see this chap's feet through the model. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 28, 2016 I've ... used the correct suffixes (_co / _ca) So is the grey opaque texture used for the bottom part of the object a completely separate _co texture to the transparent _ca texture used on the top, or is the whole thing one texture? Share this post Link to post Share on other sites
Kydoimos 916 Posted July 28, 2016 So is the grey opaque texture used for the bottom part of the object a completely separate _co texture to the transparent _ca texture used on the top, or is the whole thing one texture? Separate textures - there's a Counter_co.paa and a Glass_ca.paa :) Share this post Link to post Share on other sites
Kydoimos 916 Posted July 28, 2016 I've tried the Counter_co.paa texture on its own, and no anomalies. Must be something to do with the Glass_ca.paa. Share this post Link to post Share on other sites
Kydoimos 916 Posted July 28, 2016 Coming close to sorting this - basically, I've worked out it seems to do with the number of transparent faces in the model! Found that much out in another thread, and it seems to hold true. Edit: Going to try to use proxies! (https://forums.bistudio.com/topic/182170-ambient-occlusion-and-light-rays-of-other-objects-seen-through-some-of-my-model/). Share this post Link to post Share on other sites
redstone 14 Posted July 31, 2016 That's problem with alpha/non-alpha space in UV. Engine thinks, that your model is fully alpha based, it's calculated in different way. To solve this, you can add named property in geometry lod: Forcenotalpha=1 3 Share this post Link to post Share on other sites
Kydoimos 916 Posted August 3, 2016 That's problem with alpha/non-alpha space in UV. Engine thinks, that your model is fully alpha based, it's calculated in different way. To solve this, you can add named property in geometry lod: Forcenotalpha=1 Thanks so much, Redstone! You're a star! Dev input is gold dust! :D Share this post Link to post Share on other sites