I’m trying to make a Semi-transparent material (so a little-see-through) for my stylized character’s hair (A single mesh) so it would remain the basic form, shape and color, but allowing me to see through it a little bit that I can still see the eye behind.
The problem I encountered is that although using an alpha map connected to the opacity in the translucent material output was able to give me the perfect result for the semi-transparent parts, when I rotate around to look, whenever parts of my mesh of this translucent blend mode or any mode that supports opacity, it would almost like cull the front most mesh, making it completely transparent, and show only the mesh behind, even if those parts have no alpha map data (complete white).
Yeah, translucency sorting can get a little tricky, especially when sorting within a single mesh.
There are a few things you could try to fix this within the translucency, but realistically, I think I have a better solution to your problem for you. If you switch your blend mode to masked and use the “DitherTemporalAA” node, you will get what appears like the same translucency without worrying about the translucency issues and at a cheaper computational cost.
Yeah not long after I posted this forum I saw another forum suggesting to use the masked blend mode and enable ditheredAA, and it worked out nicely. Thanks for the reply <3