UNAmedia
(UNAmedia)
May 31, 2017, 11:59pm
119
It’s a “known problem” with Mixamo: its materials are imported as translucents also if they are not. Usually forcing the materials that are not using transparencies to “opaque” should fix the issue.
Here a more articulated comment found recently on Facebook (Redirecting... ):
This crops up often, especially with Fuse-exported models. It’s a depth sorting issue caused by surfaces with translucent materials rendering on top of one another, the renderer unsure which to display first. The reason you’re getting it specifically is because Fuse consolidates all the main body features into one diffuse texture, including the eye lashes which have alpha transparency. Consequently ALL of the body that uses the texture are included in the transparency pass and inherit the problem. How do you fix it? Either set your material blend mode to masked (a form of transparency that doesn’t have the same issues but is only 1-bit: pixels are either completely solid or completely transparent. Plug your alpha into Opacity Mask instead of Opacity) or edit your model to use two materials, one for the lashes and one for everything else, with the lashes blend mode set to translucent and the other material set to opaque. If you opt for the masked option, note you can mitigate the lack of smooth transparency by passing your alpha channel through a node called Dither Temporal AA before plugging it into the opacity mask to feather it out a little using a dithering technique.