it’s not brilliant but decent. translucent has issues with depthbuffering. it’s rendered in a different pass, afaik. masked does not have that problem. it’s just random solid pixels. hence why i tried it. ez
brilliant would be if it’d dither in the reflection too. it’s only seethru in the first path, not the bounces. but… that’s a lot of noise and random raytraces thru polygons. not very efficient, i think. in a gaming scenerio you don’t need this kind of precision, anyway. imo