Windows 11 (10.0.26100 SR0.0) or greater (Physical RAM: 32GB)
.NET Framework 4.8.9310.0
Computer platform: DESKTOP
Standard graphics configuration.
Primary display and OpenGL: NVIDIA GeForce RTX 2070 (NVidia) Memory: 8GB, Driver date: 1-26-2025 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 572.16
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port 0
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
GPU Tessellation is: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 1-26-2025
Driver Version: 32.0.15.7216
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 8 GB
Rhino plugins that do not ship with Rhino
C:\Program Files\Common Files\McNeel\Rhinoceros\8.0\Plug-ins\XNurbs (80be33b0-13b2-4ac4-9c77-03829214f9e9)\7.0.1.1\XNurbsRhino8.rhp “XNurbs”
Please apologize, I didn’t express myself 1000% correctly.
I’ll try to be more precise now.
Of course you are right, the materials render fine.
Except in Rendered display mode.
In Rhinoceros Version 8:
Every 2nd material, that I drop to an object, doesn’t show correct in Rendered display mode.
I don’t see a real difference between the materials except color.
In Rhinoceros WIP:
I see the same bug when Direct3D is active.
It works as expected when OpenGL is active.
Yes, they kind of work fine.
And I understand what you say about transparency.
I found that I was accidently right about the materials.
See video:
The 1st has a transparency of 0; it renders correct in Rendered display mode.
The 2nd has a transparency of 100, in fact it renders correct in Rendered display mode. 100%???
Now I wonder how Raytraced renders a 100% transparent material so that it is visible.
And Rhino 9 WIP, at least with OpenGL, can show a 100% transparent material in Rendered display mode, that’s not right!
Note that my materials have German names.
I didn’t edit any of the materials.
Still. The problem is as I stated in my first reply: transparent material (transparency greater than 0% ). Do not render correctly in Rendered display mode. But do render correctly in Raytraced and Rhino Render.
Transparency is not the proper term. It is more transmission.
In Raytraced and Rhino Render if you want to have an invisible material you’d essentially use Physically Based material and set alpha.
I don’t want an invisible material for now.
Nor a 100% transparent material.
I only want to pick a usable material from the library.
Do I expect too much?
Aha, I’d expect 100% transparency makes an object invisible.
That’s what I see in the viewport, in WIP a transparency of 100% makes the object visible.
Seems I don’t get it.
Some see him, some not.
I wonder why the 1st material is 0% and the 2nd 100% transparency.
I don’t see the sense for this setting on every 2nd material.
50% of the library materials are useless for rendering in Rendered display mode.
I only wanted to report an issue.
There is an issue.
The issue itself is 0% (or 100% ?) transparent, means some see an issue and some not.
As said, the transparent materials (100%) don’t look right in Rendered mode in Rhino 8 and earlier. But they now show up in Rhino 9 in at least OpenGL, and to some extent in Direct3D, which probably is going to get better.
In Raytraced and Rhino Render those have always shown correctly.
Transparency 0% means fully opaque, no transparency. 100% means light is let through. But the color will act as a filter. Darker colors will block more light, even with 100% ‘transparency’ (transmission).
Let me illustrate with Rhino Glass material - Glass is with 100% clarity always 100% transparent. But modulated by the color:
From left to right you see clear glass (white color), light glass with a very light orangy color (hex code #F4EFE2 ), medium glass (hex code #E9C15E) and dark glass (hex code #9A7413). All three colors are a form of orange with less and less value. You see how less light is let through.