Transparency Type

Click the View | Transparency Type command to specify how transparency is rendered. Some settings provide faster rendering while others give better quality.

 

Default (Fastest) Transparency Type

The faster Blend method is used as the default. If the default transparency method does not work with your plot, try the other methods by choosing the View | Transparency Type command or right-clicking in the Viewer window and selecting Transparency Type menu item.

 

Best Quality Transparency Type

The best quality method is Sorted Object, Sorted Triangle Blend. This method accumulates all the triangles (which requires a lot of memory), then sorts them according to distance from the viewer (which requires a lot of time). Although this method uses the most memory and time, it should be used when the quality of the image is the most important factor.

 

Color Blending

Color blending is the process of mixing two colors together to produce a third color.

 

The first color is the source color. This is the new color being added. The second color is the destination color. This is the color that already exists. Each color has a separate blend factor that determines how much of each color is combined into the final product. Once the source and destination colors have been multiplied by their blend factors, the results are combined according to the specified blend function.

(source * source blend factor) (blend function) (destination * destination blend factor)

 

Alpha blending uses the alpha channel of the source color to create a transparency effect so that the destination color appears through the source color.

 

Smooth Rotation

To ensure smooth rotation of the graphic, try multiple Transparency Type selections. Some selections may create a jerky rotation behavior due to a large number of triangles in relation to your machine's capabilities. To see the number of triangles in an object, connect an Info module.

 

Notes

Correct transparency rendering of multiple polygons is not possible unless polygons are rendered in sorted order and polygons are non-intersecting. Polygon sorting can be very time consuming.

 

Transparency Types

The different transparency types are described below. In the image examples below, the HeightField has 75% opacity and the Isosurface of the has 100% opacity.

 

Transparency Type

Description

 

Image Example

Screen Door

 

Render transparent triangles with a dither pattern.

 

With most video cards, this is a fast but lower quality transparency mode.

 

This mode stands apart from the other transparency types in that it always renders the transparent parts of the scene with intact internal depth ordering of objects/polygons.

 

Polygons rendered with only transparent textures are not shown as transparent when using this mode, as the Screen Door type works on polygons rather than pixels.

 

Screen Door

Add

Render transparent objects with additive alpha blending. Additive blending is primarily used to create special transparency effects. The new pixel color is calculated as the current pixel color plus the source pixel color multiplied by the source pixel alpha value.

Add

Delayed Add

Render transparent objects with additive alpha blending in a second rendering pass with depth buffer updates disabled.

Delayed Add

Sorted Object Add

Render transparent objects with additional alpha blending. Opaque objects are rendered first; transparent objects are rendered back to front with z-buffer updates disabled.

Sorted Object Add

Blend

Render transparent objects using multiplicative alpha blending the most commonly used type for rendering transparent objects. The new pixel value is calculated as the old pixel color multiplied with the numeral one minus the source alpha value plus the source pixel color multiplied by the source alpha value.

 

Use this transparency mode only if you have one transparent object in your scene and it is rendered after any opaque objects.

Blend

Delayed Blend

 

Render transparent objects using multiplicative alpha blending in a second rendering pass with depth buffer updates disabled.

 

Use this transparency type when you have one transparent object or several transparent objects that you are certain might never overlap (when projected on the screen).

 

This method is not as fast as the Blend transparency type, since the scene graph is traversed twice. This method makes two passes through the object list. 

 

Delayed Blend

Sorted Object Blend

Render transparent objects using multiplicative alpha blending. Opaque objects are rendered first; transparent objects are rendered back to front with z-buffer updates disabled.

 

Use this transparency mode when you have several transparent objects that might overlap when projected on the screen.

 

This method requires 1 plus the number of transparent objects rendering passes.

Sorted Object Blend

Sorted Object, Sorted Triangle Add

 

Render transparent objects back to front. The triangles in each object are sorted back to front before rendering.

 

Use this transparency type when you have one or more transparent objects in which you know the triangles might overlap inside the object.

 

This transparency type might be very slow if you have an object with many triangles, as all triangles have to be sorted before rendering. Lines and points are not sorted before rendering but are rendered as in the normal Sorted Object Blend transparency type.

 

This transparency type does not guarantee "correct" transparency rendering. It is almost impossible to find an algorithm that sorts triangles correctly in all cases, and intersecting triangles are not handled. Also, since each object is handled separately, the presence of two intersecting objects leads to incorrect transparency.

 

Sorted Object Sorted Triangle Add

Sorted Object, Sorted Triangle Blend

 

Render transparent objects back to front. The triangles in each object are sorted back to front before rendering.

 

Use this transparency type when you have one or more transparent objects in which you know the triangles might overlap inside the object.

 

This transparency type might be very slow if you have an object with many triangles as all triangles have to be sorted before rendering. Lines and points are not sorted before rendering but are rendered as in the normal Sorted Object Blend transparency type.

 

This transparency type does not guarantee "correct" transparency rendering. It is almost impossible to find an algorithm that sorts triangles correctly in all cases, and intersecting triangles are not handled. Also, since each object is handled separately, the presence of two intersecting objects leads to incorrect transparency.

 

Sorted Object Sorted Triangle Blend

 

 

See Also

Viewer Window

Still Draw Style

View Menu Commands

Animating Draw Style