Hi,
For my clipping planes project I’ve used my blender material parameters copied to the new material applied to the clipped planes stencil (sliced area) of the new generated mesh.
I’m having issues with the blending. Option making certain faces draw over others when using transparency to animate a fading in and out animation.
Instead of dealing with all that, I’m thinking I could just use a pbr material written in code and have the same reflective metal made from a non-“NODE” material.
This would be to just have the “opacity” of the object itself be controlled in code.
Questions I have about this are:
If I copy the image based lighting map (env map) property to the new non-node-material, is there anything else I would need to do to have the scene light the object as the original blender material is?
There are a lot of pitfalls with how many overlapping dynamically changing sides of these intertwined object shapes. I’d rather not get caught up with having to deal with them.
I’m not really needing nodes from blender in this new object, just reflective metal lit by an env map.
Thanks!