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Ambient light setting = transparent solid fill in VP's


M5d

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Has anyone experienced a problem that occurs where increasing the ambient light in a viewport causes solid filled white surfaces or the white components of textured surfaces to become transparent? I often want to lighten a render but come across this threshold which lets object sent behind the render bleed through. It's not a big problem, masking, clipping or reducing the light setting all get around the issue but I wonder if this is a bug or if there is a valid reason for the behavior.

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