Note: This bug only occurs when using the new graphics engine.
To let daylight enter through windows, I’ve always modeled them like this:
- The outer face of the window uses a material with 0% opacity (fully transparent).
- The inner face uses a metallic-looking material that visually resembles glass.
This workflow has always worked correctly, but I recently noticed that light no longer passes through the transparent material.
The only way to get daylight into the room now is to delete the window face completely, leaving the opening empty. However, this is not a usable solution because I lose the glass appearance from the interior.
The same issue occurs even if I apply the transparent material to both sides of the window. The light is still blocked.
I also noticed something interesting: if I use one of SketchUp’s default Glass materials, light passes through correctly even when the material opacity is set to 100%.
This makes me think that something has changed in the way transparency is handled by the new graphics engine, and that the default Glass materials contain some built-in property that allows light to pass through, while ordinary transparent materials no longer do.
I created a quick test file to reproduce the issue.
- The box on the left uses SketchUp’s default Glass materials, and light passes through correctly.
- The box on the right uses my usual setup: one face with a fully transparent material and the opposite face with a metallic material. In this case, the light is completely blocked.
I also noticed another strange behavior.
The problem only occurs when there is an actual floor surface in the model.
If I leave “Display Ground” enabled and don’t create a floor face, the light passes through the window as expected.
As soon as I replace the ground with a real surface (a simple face used as the floor), the transparent window starts blocking the light again.
This additional behavior makes me think the issue may be related to how the new graphics engine calculates light interaction with transparent faces and scene geometry.




