I’ve recently started experimenting with the SurfaceAppearance object, and at the same time I had started developing a infinite sea project using gertsner waves.
Just to test the alpha mode feature out, I decided to put a random blue gradient in as a ColorMap, but instead of seeing a gradual reduction in the opacity of the mesh, I only saw four different opacity values, which didn’t look very smooth.
I have no idea if this behaviour is working as intended, a bug or just because of my hardware, but just to be sure I posted this in Building Support. I have found an “fix” to this issue, which is making the transparency of the mesh itself higher than 0.01, but that creates depth sorting issues with textures, which I rely on for making seafoam.
This is a real bummer for me, as it would be incredible to recreate how water has less visibility on deeper waters such as this: