I for one kind of like this:
I like this because you can manipulate this to create a tinted glass effect. You can create two different glass parts, put them next to each other, and make one darker than the other. This makes them look tinted.
I for one kind of like this:
I like this because you can manipulate this to create a tinted glass effect. You can create two different glass parts, put them next to each other, and make one darker than the other. This makes them look tinted.
I see I see thanks. It shouldn’t lag to just remove the translucent effect, but rather just render the “basepart” itself (and probs the color aswell) , or am I wrong? It does the same thing for “rendered” object through half transparent basepart, right?
Would just rather make sense having to see the object itself through the glass than just disappearing
I’m not too sure I understand your question, it’s confusing. Could you rephrase it?
Objects not rendering behind glass is for performance concerns as is outlined in the linked thread. It doesn’t have to do with any effects or anything, just how the engine renders the scene. Translucent parts alone are pretty heavy to render, glass aside.
You really can’t. It just doesn’t load them. You can use it to create Non-Euclidean games and showcases, of course, but also to create one way mirrors or windows.
Not rendering things costs nothing. It would lag to render the object then remove the effect because it is modifying it and that lags just a little. If it makes a mistake during modification, you get lag. The computer has to render the part every time you see it, so not rendering it is the cheapest thing you can do.
I don’t think you really understood what I said. Here is are some pictures straight from studio.
Maybe this will show you what I mean.
That’s so cool, I’ve never seen anything like that before. 10/10, nice job