Expected behaviour:
When you’ve set a part to have a LocalTransparencyModifer value which is > 0, you’d expect the camera to pass through it like any other Translucent part.
Expected picture
Actual Behaviour:
The camera treats the part like an opaque part and will auto-zoom when looking through it.
Can be reproduced, just add a part to a baseplate and a LocalScript in StarterPlayerScripts with the following line: workspace.Part.LocalTransparencyModifier = 0.5
Now play the game in Studio or an actual server and notice the camera treats the part incorrectly.
LocalTransparencyModifier is rarely used as a transparency modifier outside of fading the player’s character away in first-person mode. It shouldn’t come as a surprise that it was overlooked in the PopperCam script.
It took me a while to learn of the property’s existence, so I think it’s overlooked in general.
The form of the original equation makes sense when you think about it in terms of multiplying two opacities (alpha values). 1-transparency to convert to alphas, multiply, then 1-result to get back to a transparency value.
Sorry to ping an old thread, but this has recently become an issue again. Not sure exactly when but noticed it a few days ago. I know the feature isn’t fully supported as it doesn’t show up in the Properties Tab, but is still quite useful in some use-cases.