The transparent pixels on copper grates render as solid black when raytracing is enabled.
Steps to Reproduce:
Place copper grate.
Enable raytracing in the settings menu.
Observed Results:
The copper grate has transparent pixels that render as solid black.
Expected Results:
The copper grate should have transparent pixels, similar to leaves.
Linked issues
relates to 2
Attachments
Comments 7

I'm using Defined PBR which is created by user MADLAD3718. The copper grates currently don't have any PBR materials applied to them. Though I make my own RTX edits and can check if the issue persists with them applied. Changing the transparent pixels to 1% opacity white does mitigate the issue, but introduces a lot of other issues such as making the block refract light similar to glass, and the inventory item doesn't look correct.
This bug happens because the copper grate has 'blend' block material, which makes the ray band like glass
@Glimmer You don't need to set the transparent pixels to 1% opacity. You can just set them to alpha 0, which makes the item texture correct and no effect to the rtx block texture.
If you set the metalness to nothing and the roughness to 100% on the MER texture and the opacity of the color map to 1% white, it appears correctly in-game, as for the item in the Hotbar, you can set it to use a separate unmodified carried block texture (though I've yet to get the carried texture to appear right).
[media][media][media]
Update: I fixed the carried textures (forgot waxed copper stuff exists lol)
Fix will be included in radiant pack rtx if you want to see how I implemented it
[media]If you set the metalness to nothing and the roughness to 100% on the MER texture and the opacity of the color map to 1% white, it appears correctly in-game, as for the item in the Hotbar, you can set it to use a separate unmodified carried block texture (though I've yet to get the carried texture to appear right).
[media][media][media]
Update: I fixed the carried textures (forgot waxed copper stuff exists lol)
Fix will be included in radiant pack rtx if you want to see how I implemented it
[media]