spline+lathe+transparency=viewport artifacts



I'm creating a bottle/flask by applying a lathe modifier to a spline.
The spline consists of two parallel lines open at the bottom and closed
at the top, or lip of the bottle. The lathe modifier closes the two end
vertices at the bottom to form the base of the bottle.

This works fine until I apply any kind of transparency. I've used the
general Opacity property of the material's shader, the "See-Through"
checkbox in the object's properties, and an opacity map using a
bitmap's alpha channel and they all have the same result, which is odd
artifacts that change as the camera is rotated in the viewport. It
appears as though it has to do with how alpha is calculated when
viewing through multiple front- and back-faces on the same object.

I've tried various video cards, shaders, modifier properties, 2-sided
materials, and turning off "Backface Cull" in the object's properties.
It's not a matter of the surface normals needing to be flipped. The
object renders properly using the 3dsmax 5.1 default renderer, but I'm
using this in a game, which produces the same artifacts as the 3dsmax
viewports. I've tested it using an ATI AiW 9700 Pro and an Intel
82915G/GV/910GL Express chipset (Dell OptiPlex GX280), both using
DirectX 9.0c. Any help is appreciated.

Kevin Fishburne
http://ultima5.dyndns.org

.



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