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Transparency issues with a single texture set #1330
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There is no perfect way for realtime 3D engines to handle transparency — different engines take different approaches for various reasons, but none are entirely correct. Typically the artist will need to make some tradeoffs like separating textures as you've done here. You could also use a separate material reusing the same texture, I think, but how that is done in Substance I'm not sure. See this thread for some more discussion... the format used will not make much difference on this issue. |
I think the solution here is either to fix the That why software like Substance will render scenes same as real-time viewers are. Using my sorting solution does fix the issue on three-js current sorting method but will not solve every issue that Substance and other editors would and won't solve If we want consistency across Platforms and Frameworks we need to lower the standard. |
I'm not sure how we could alter the glTF standard to prevent transparency footguns. Some issues cannot be worked around with separate textures, like having one transparent object enveloping another. It's primarily a modeling issue in my opinion, but implementation notes, modeling best practices, or workflow suggestions could all be helpful for users. |
Agreed.
I agree, but what if there was a standard for sorting logic? |
@ranbuch Do you mind to share the code (or pseudo) for your solution to fix Three.js sorting problem? Really appreciated that. |
@Ben-Mack I'll be happy to share it. The thing it's not a part of Can you maybe check first if the solution is working for your 3D asset? You can use the https://vqa.hexa3d.io/index.html?autorotate=true&load=https://[your.domain.com/path] After testing it with my solution you can add Just make sure your 3D file has |
No action here for glTF specifically (although artist/workflow best practices are still welcome). See #1442 for some discussion of possible future transparency specs. |
Hello,
We're having issues with a 3D asset that has been exported from Substance Paints using a single texture set.
When uploading the asset into Facebook/BabylonJS/ThreeJS all have transparency issues but in different areas. There doesn't seem to be a consistent behavior which seems very odd.
When we separate the material that needs to be transparent into an additional texture set then everything works fine in all the web viewer's.
Is it possible to use a single texture set while combining transparent areas?
Attaching the GLTF files.
kettle_gltf_001.zip
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