When asked about making a camera’s background invisible, my AI assistant responded by stating:
To make the camera’s background effectively invisible, you can use a transparent color. However, transparency in the camera’s background isn’t something typically done because 3D views usually require a solid backdrop for depth calculation, among other reasons.
Ok, what? Is this true?
This makes me think that the camera environment is like a blue screen. Anywhere that I have a color in my scene that matches the background, the camera will treat that area as if it is at the backdrop’s depth. And what would be the among other reasons?
I don’t want to go to much into what I’m currently doing with a transparent skybox, because I really want to understand how Godot works. So I will limit myself in saying that I have a camera as a child of a SubViewportContainer. There is a second child (.obj) contained in a Subviewport that would look awesome if it did not have that awful grey square around it.