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Original story (published on February 19, 2021) follows: Viz Artist/Engine renders a scene per complete container container order is based on the center of the container.New updates are being added at the bottom of this story…….
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With all this said, rendering back to front is not perfect because the rendering order is not done per pixel rendering is not even done per polygon. If the object has an inherited ALPHA function with an alpha value less than 100.Īnd more. If the material of the object has an alpha value less than 100%. If the texture of the object has an alpha channel. Viz Artist/Engine decides whether an object is transparent based on some criteria, for example: The transparent objects are rendered back to front. The opaque objects are rendered front to back. The mask objects are rendered first to ‘mark’ the areas of masking on the screen. To avoid this undesirable result, Viz Artist splits the rendering of the containers in the Scene into three parts: This is a case where the positive role of the Depth-Buffer produces undesirable results. The graphics card rejects every skyline pixel because its distance from the camera is farther away than the distance of the window pixels. The color of the skyline should have been blended with the color of the window, but it does not. This technique for achieving obstruction between objects on per-pixel basis is called Depth-Buffer or Z-Buffer. In addition to color, the graphics card also marks the distance of the window’s pixels from the camera for each pixel, so that farther away pixels do not obstruct the window. The graphics card blends the color of the window with the background color (say, blue). Some background color is applied to the screen, then the window is rendered. Lets assume that the window is rendered before the skyline. How the items in the Container get sorted in the Z-buffer is then dictated by the order of the objects in the scene tree.Įxample: Think of a scene that shows a city skyline through of a semi-transparent window.
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The Z-Sort plug-in disables the automatic Z-sort for a Container. Normally objects that are furthest behind should be placed at the top in the scene tree. Be aware that although the red object has a Z position of 1.0 and the green 0.0, the red object must be rendered before the green because of the overlapping rotation (Y -12.0). Sorting is solved by rendering the second (red) object first, and then the first (green) last. Hence, what is placed at the top of a group in the scene tree gets rendered first, and what is placed below is rendered after. This can be corrected by adding the Z-Sort plug-in, which lets users manually sort objects using the logic of the tree structure. When objects are rotated, the output is wrong because the red object should be rendered before the green due to the rotation of the objects. In this case the default behavior for a render engine is to render the first object (green) with a Z position 0.0 first, and then the second object (red) with Z position 1.0 last. Sometimes the machine gets “confused” with what should be rendered first and last because it calculates this from what is the center of the object’s Z position.Ī typical example of a Z sort problem is when two colored objects have rotated their Y axis to for example -12.0. The renderer starts by rendering the object furthest behind, and then mixing in objects closer and closer to the camera. To sort objects of a Scene on the Z-axis is essential for any 3D program to render correctly.