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		<title>Cycling 74  &#187;  Topic: shader transparency fails with shader shipping in Max, ideas for workaround?</title>
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		<link>http://cycling74.com/forums/topic/shader-transparency-fails-with-shader-shipping-in-max-ideas-for-workaround/feed</link>
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		<pubDate>Wed, 19 Jun 2013 22:31:34 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/shader-transparency-fails-with-shader-shipping-in-max-ideas-for-workaround/#post-59101</guid>
					<title><![CDATA[shader transparency fails with shader shipping in Max, ideas for workaround?]]></title>
					<link>http://cycling74.com/forums/topic/shader-transparency-fails-with-shader-shipping-in-max-ideas-for-workaround/#post-59101</link>
					<pubDate>Thu, 29 Sep 2011 03:58:59 +0000</pubDate>
					<dc:creator>diablodale</dc:creator>

					<description>
						<![CDATA[
						<p>I&#8217;ve discovered an errant behavior when using shaders on gl objects (e.g. jit.gl.gridshape). A shader that you shipped with max, mat.glass.jxs, fails to have a transparent affect. No known workaround.</p>
<p>Repro happens 100% of the time. And on two different machine; each machine with different graphics cards. I don&#8217;t think the shader is the issue because I can manually hack it to work once. Repro patcher is below.</p>
<p>Ideas?</p>
<p>&#8211;Dale Phurrough</p>
<p>Setup<br />
Max 5.1.9<br />
Windows 7 Ultimate sp1 x64 with all current windows updates</p>
<p>Steps:<br />
open the patcher below.<br />
click the messagebox to load the shader<br />
click the 2nd messagebox to apply the shader to the gridobject<br />
Result:<br />
No transparency. You cannot see the whole torus. No known workaround.</p>
<p>Expected:<br />
You should be able to see the whole torus through the transparent plane. And that torus which is partially obstructed should have a color change due to the transparency in front of it.</p>
<p>Note:<br />
Doubleclick to edit the bottom gridshape and edit something to cause it to be reinstantiated. Only after doing that, will the whole torus be visible. Very unusual. Unfortunately, its not possible for me to do this kind of instantiation hack as a workaround in my projects (gl.multiples, poly~, etc.)</p>
<p>
<div><span id="toggle59101-0" class="patchtoggle" onmousedown="toggleMaxPatch('post59101-0', 'er59101-0');">&#8211; Pasted Max <span id="maxversion59101-0"></span> Patch, click to <span id="er59101-0">expand</span>. &#8211;</span> <object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  width="110" height="14" class="clippy" ><param name="allowScriptAccess" value="always" /><param name="quality" value="high" /><param name="scale" value="noscale" /><param NAME="FlashVars" value="copied=copied!&#038;copyto=copy to clipboard"/><param name="bgcolor" value="#FFFFFF"/><param name="wmode" value="opaque"/><embed src="/wp-content/plugins/bbpress-copy-compressed/clippy.swf"  width="110" height="14"   name="clippy"  quality="high"  allowScriptAccess="always"  type="application/x-shockwave-flash"  pluginspage="http://www.macromedia.com/go/getflashplayer"  FlashVars="text=----------begin_max5_patcher----------%0A967.3ocyX01aaaCD9yt.8%2BvA8YGA8Rjkcv9PJRbAFvPSQSFvF1JBnEosXpDo%0AKIUscK1%2B8cjxJwMIdQIVdN1PlVGOZ9vm64NQ5e712zyahbIS6Am.%2BEzq2OPK%0A8b1rV50XnmWIYYVAQ6bzKSVVxDFu9q6zvVZbc7owW96%2B1Um.%2BorBxHBgz.ZF%0ACL4LXQtr.%2BlTUo8%2Baw3%2B3iiO6pwmW6pNWVUPgILfLw4ziMJ7dkrZVtytQQD5%0A4DEhBXdAQv7g2InXWDyZuWjyyxAtFPuLbRQwJPNQaTUYFFsYFyIeCmSHSVHU%0APVNQLiAzJGB94YIaEvEvTkDmO4Tfav0vGt3pwm.mKqPLmUvy9hcXLJ23F6LE%0AmpyIyY3xpPt.HH7bcpkkLSNWLy5dFoRy.6Pj1kuhwEZCQf.FQoObg.gMYpgo%0A.pzMDbA1GVvKJd.8fC%2BabMGAyswkBtfkIqDtfSRi04DSlc9uVwxL0A93.%2Bf9%0APbZhsIIM01XuA9byflhqbAoj4ByuSgD5syhnpjKJXFm1HrwJm5bUN4liBi2z%0AWYkow4fM%2B007u690Ci7Cbl%2Bm29FaK1ze2Ul%2BxQ1WvYt3TICtb7YW7gy89O3j%0AvAN1HNvwMgItlnfNiTBekPJ2wIu%2BW%2BzkW0BJIJJYuPIi9eiQDrE3D9PB4FLw%0AdVg%2Bc4t3mzP3z5apyyNEyvDzqYBWsJryB9rbikntyjRZvD3kq9NbbBDfuOUm%0AQvtB7St85z4RM2vkBHzOBs.Gk3%2B3YtQMVq4Dyp4r53gEuWWRLJ9Ru9fm2cgg%0AsliebcPKYTrSbG2Uwti2RrK5Qicg9IiRBGl9hCfkLslLi8vHnMfgUKsMq71J%0Au0FlZche5PmVe3KgnhdDhJZ3VXpv8CS8xj5YU3iS1MkdbykWGJeiiWKe63RO%0AoCekneULBEPNAiMnu92rTuap3lZ0AocqLNbzyRFuGKVuQFOpGsqmmJ6%2B4K6h%0ARpYwgi5XY2yR0sOHwBIgNA2261YKWuspdo8yAcbhY7AWlYfI.SQzrmfhPoTs%0AasfqpKekj1sb0fCtZ5q3QaTRHIX2kS0Bo0a3LnqJak7ZopEdlxMpZ0hGz5zV%0AWWeR05sPF4tB8eZcYa36vn58GNHraEkQGbQokwWvET7P3qo6oXUOK8Z4UJat%0AIeR0zoXzHrinx0GL53N9oEg6HUViB2YKt%2Be3iasX63dDrVVoxZ3flsuBardn%0ALMxjD64X1vqz64UNmRYhe5rbkb5bIWXViD3yaOt2ZvY2TRK.2AAaIsAZCNHP%0AKtMPK4f.sAsAZQGLnEt%2Bgl0.17u.LKkJ4B%0A-----------end_max5_patcher-----------&#038;copied=copied!&#038;;copyto=copy to clipboard"  bgcolor="#ffffff"  wmode="opaque" /> </object></div>
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<div class="patchtoggleInfo"><small>Copy <b>all</b> of the following text.Then, in Max, select <em>New From Clipboard</em>.</small></div>
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</p>						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/shader-transparency-fails-with-shader-shipping-in-max-ideas-for-workaround/#post-212312</guid>
					<title><![CDATA[Re: shader transparency fails with shader shipping in Max, ideas for workaround?]]></title>
					<link>http://cycling74.com/forums/topic/shader-transparency-fails-with-shader-shipping-in-max-ideas-for-workaround/#post-212312</link>
					<pubDate>Thu, 29 Sep 2011 12:11:12 +0000</pubDate>
					<dc:creator>diablodale</dc:creator>

					<description>
						<![CDATA[
						<p>I was able to resolve this by setting the @layer attribute on the transparent object to 1.</p>
<p>I think this is related to depth culling and OpenGL needing to have everything rendered in its buffer before it tackles these transperancies. Putting a higher layer number forces them to be rendered after other objects.</p>
						]]>
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