Hey guys, I’ve been trying to fake Ambient Occlusion in a really cheap way (using gradients), the issue is, when these gradients touch with other gradients, their transparency blends together, making a darker color.
Here’s an image to explain clearly:
What solution do you think I could use to get a consistent transparency that doesn’t get blended with others? I know this is how blending is supposed to work, but I need to work around it somehow.
Honestly, not really sure. There used to be a render order property on either the model or the meshinstance but I don’t know if that’s valid any more with the new layer system
I don’t think that will work with the new layer system.
I’m checking out the engine code and I think if I manage to just not count the other meshes on the same custom ‘fake AO’ layer, then this translucency effect wouldn’t happen.