Home › Forums › General Questions › Feedback / Transparency
Tagged: transparency
- This topic has 11 replies, 3 voices, and was last updated 47 minutes ago by
gf3d.
-
AuthorPosts
-
2025-03-19 at 8:13 am #80719
Philipp
CustomerHey,
we have done that app recently and wondering how we can fix the transparency issues on the dandelion and bush. the grass is made also with simple planes and has also an issue were the boarder becomes blue. any suggestions here?
thanks a lot.
phil
2025-03-19 at 9:35 am #80722gf3d
CustomerHy there,
transparency can be an issue…..
What software did you create the 3D Data with?if you work with 3d Max this is what you should check.
Make sure that the background colour of the Diffuse Image has the about same color as
what is shown ….with the grass make it green like the grass etc…
Also make sure thet there is no glossyness in the shader ( Best use the Legacy Shader)….just make the colours of the specular, Diffuse and Ambient channel black and play with the self illumination……
also check the order of the transparency in the objects or better define the transparency as a mask…
this works best with simple plane based objects as in your sceneGreats
Ger
2025-03-19 at 9:56 am #80726Philipp
Customerthanks for your suggestions! i created it with blender.
the issue with the grass is solved by eliminating all blues in the texture.the grassfield with dandelions is one object which can only have one definition about transparency. i could split it up but it seams to be an issue with orientation of a transparent plane aswell. if you turn the see you will notice that the “dark” transparent planes are not visible form all views.
my settings:
object with transparency; blend mode auto, double-sided, depth write, depth test
Verge3d; FXAA, OITthanks for any suggestions!
philAttachments:
You must be logged in to view attached files.2025-03-19 at 10:08 am #80729gf3d
Customerhy again,
just make the blendmode as a mask and put some self ilumination on the material…
that should do the job…that way its not depemding on ypur light settings…( which explains the different brightness on both sides of your objects….and kill the glossity or whatever its called in blender…..)Ceck my site for some samples i work a lot with transparencies…with the coorect settings it really works well
https://www.gf3d.de/html/vr_01.html
Greets
Ger
2025-03-19 at 10:36 am #80730kdv
Participantdepth write
disable it.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-03-19 at 11:24 am #80733Philipp
Customerthx!
but then it is almost not visible at all.2025-03-19 at 11:27 am #80734kdv
Participantthat’s an OIT issue…
it should work this way https://v3d.net/1885
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-03-19 at 11:31 am #80735Philipp
Customerstrange, your sample looks awesome!
this is what it looks like if i disable OIT and set AA to auto with depth write off on the objects.
Attachments:
You must be logged in to view attached files.2025-03-19 at 11:54 am #80737kdv
Participantthere is one more issue with new Blender and Verge3D: all materials by default are exported as transparent with opacity 1.0 (Blend Mode Auto).
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-03-19 at 12:00 pm #80738Philipp
Customerok, what is your suggestion?
im on 4.9 but had this issues also on 4.8
blender 4.3.2thanks a lot for you help!
cheers phil
2025-03-19 at 12:03 pm #80739kdv
Participantall materials that are not supposed to be transparent should be set to Opaque. and disable “depth write” for all materials that use Alpha blending.
Puzzles and JS coding. Fast and expensive.
If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.
2025-03-19 at 1:16 pm #80742gf3d
CustomerYou´ll make it…settings might different in Blender…i´m only familiar with 3DMax….
I would also suggest to create UV Maps with a beauty pass ( with Shadows and Ambient occlusion….
If you then make them self illuminating you dont need any light at all…..Looks far better and the loading times are far less even with big scenes as some of my Projects….( beyond 1 million
polygons) right now i´m working on a projekt with 2,5 millions ploygons ( optimized )
Loading time on my PC is less then 30 seconds…it worth while creating beauty textures..Greets
Ger
-
AuthorPosts
- You must be logged in to reply to this topic.