Rival Ducks

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Vertex Alpha/Glass Demo

Tracked since by Dapvhir

PlayOpen on Roblox
Performance
Profile

Concurrent players

Metrics over time

About & history

About

Reverse-engineered from "The Takeover" and "FRONTLINES" Ingredients: - Glass - >1 transparency (I prefer 4) - Highlight - Vertex painted alpha In Blender we: - Change viewport shading to material preview - In the shading tab, fully connect a color attribute node to the Principled BSDF node - In data -> color attributes, make sure one is present and that its color is solid white - Vertex paint with the erase alpha blending mode Notes: - Vertex alpha is useful for SurfaceAppearance, MeshPart.TextureId, and BasePart.Material (think texture blending) - More vertex density with randomized position yields better results (this example only uses a few in a grid) - Roblox export deletes vertex alpha data, back your mesh up - Being based on glass, things like beams will not reflect and transparency layering is unpredictable - Custom normals don't seem to add much in my testing but might push the technique further