@mvaligursky hmm, nope, using standard material, only diffuse color changed. So, I use 1 camera to render world, second to render arrow and third to render ball. Should the ball be rendered by the first camera then?
all using a single camera.
That’s the problem, your cameras clear the depth buffers I suppose. Single camera will do.
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Very close
Right, as in second one - the plane stops at the ball, not at the box:

I’m out of ideas on this one. Will need to sit on this.
It almost feels like you could apply a stencil effect to this but don’t know how 
Or some way to clear the depth buffer where the plane is rendered. Maybe a shader can do that?
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Right, the issue was me using multiple cameras. Here is the same setup, using single camera:
I will update the example project, to keep the reference.
Edit:
There is a bit of an artifact, where the box is not rendered over the ball where the plane goes, but I guess it is a limitation of this approach:

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