This is something I discovered months ago but I never really told many people about it apart from some friends. Basically if you add a Highlight with negative FillTransparency, you get some really funky effects. Because of these results, we get the ability to create some weird filters with highlights.
So to do what I just promised in the title, first start off with a regular part with the following properties:
This trick makes everything behind it completely inverted, and an even cooler thing to know is that it completely reverses the effects of an inverted ColorCorrectionEffect
This post and a similar one had me thinking, someday, all of these cool glass tricks are gonna be patched with no alternative, and only the niche amount of people that knew how to do this stuff will be mad.
Even if they do patch this “Glass” material bug, the inverted Highlight can still be used just fine. You can even make some cool inverted meshes with them.
I don’t know, probably something to do with how it works internally and how different the material works compared to other static materials.
Glass material is only used here because if you try to use a highlight on a completely transparent part, it will just completely hide the Highlight. But for some reason if the part is completely transparent with the Glass material, the Highlight will still persist.