Hello all, I've just now run into the "notorious" issue regarding transparent diffuse materials and z-buffer ordering in WPF described here: https://stackoverflow.com/questions/10149701/transparency-of-modelvisual3d-with-diffusematerial
My 3D scene consists of several (no more than a dozen) planes with each plane consisting of 2 triangles. I'm texture mapping onto each plane with an image brush. Within the image there are irregular regions of zero alpha. This worked beautifully until I came across this z-buffer problem where the transparency is not enforced due to the order in which the 3d objects were added to the scene. I tried the following solution to reorder the ModelVisual3D objects according to distance to the camera:
https://stackoverflow.com/questions/48924505/how-to-handle-diffuse-material-transparency-in-wpf-3d
However, it is not very robust in my case because my scene involves many intersecting planes at various angles. In other words it still renders with the transparency artifact.
Most of the posts I've come across regarding this issue are old. Have there been any improvements to WPF to deal with this problem?
Alternatively, I'd like to try an emissive material to get around this issue. My current scene involves diffuse materials texture mapped with images and the scene is light by an ambient light source. Does anyone know how to closely approximate the visual appearance of such a scene using emissive materials?
Thank you all in advance.