this is my first post here so sorry if it’s a bit confusing, wasn’t sure which category this would go under
I’m trying to create a colorful explosion effect for my game. that has layered colors like this:
However I can’t actually do that since this is what it looks like:
So to fix this I would set all the parts to the same height giving me this:
but wait, now the inner layers are invisible
easy to fix this i can just make it transparent:
hold on that isn’t right, where’s the blue?
this is exactly my problem
when parts that are transparent overlap each other it changes the shade and color of the overlapping section, similar to putting on glasses with red lenses and seeing everything through them tinted red.
to make this easier to see i’ll use black and white:
it’s very apparent that the overlapping section is grey
Is there a solution to this? Where the overlapping section will stay black and the top layer is still white? i’m also fine with any scripting solutions since im pretty savvy with scripting
If it’s cartoonish and spherical, maybe several particle emitters with varying ZOffsets to make them properly layer? Or use a spherical sphere mesh set to a negative scalar like -1,-1,-1 for the largest ring down to -0.5,-0.5,-0.5. This would look more like cel shading and wouldn’t feel as filled-in as transparent gradients do.
from what I understood about the spherical solution was that i could take a sphere mesh and set the vector3 scale property to use negatives instead of positives which i have done:
the only difference I notice is that negative made the black even less visible:
positive:
Remove the transparency, it will look like this.
This is four parts containing a mesh of id 112501975 (from some official ball gear item) overlapping each other, the red is innermost, but the color isn’t mixing with the teal
however from certain angles (more specifically when a section of it is overlapping another part) it looks kinda weird, is there anything I can do to fix this?