Home › Forums › Graphics / Blender › AR with transparency in material issue
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2022-09-12 at 4:07 pm #55765andrei pekCustomer
Hei
I’m having some issues with the alpha in a material, trying to make it for AR for IOS.
I attached a few images, one is with the material as I have it in Blender and how it’s showing and one is how it’s visible in the browser.In the material settings I have it as Alpha blend and it’s not showing the material correctly.
What I’m asking mainly is how should I set up the material to have transparency and work for AR on IOS?
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You must be logged in to view attached files.2022-09-12 at 6:15 pm #55774kdvParticipantYeap,
MeshStandardMaterial
with transparency looks terrible ))) Moreover, in AR Quick Look this material is completely opaque…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.
2022-09-13 at 3:45 pm #55795xeonCustomerIn my experience using V3D export for iOS usdz for iOS Quicklook does not work well with respect to materials/transparency or lighting. The lighting and materials are completely different than a web-based XR or standard web application due to the color space and the way AR is handled on iOS devices.
iOS AR Quicklook fully supports transparency and looks much better than webXR on android when you get the materials right.
If you are looking to export directly out of your app to iOS AR then you will need to create a secondary set of materials you apply to your objects before you export if color and transparency is critical.
If lighting is critical and you have the option, you are better off creating your USDZ outside of V3D and just providing it in the install, this will give you full control of the materials, lighting and transparency and will make the AR experience look very real.
To do all this…you will need a Mac or at least an iPad and Reality Composer and its associated tools to help. You will spend time optimizing your materials either in V3D and exporting and viewing in Reality composer until you get it right or bringing over the basic materials and then adjusting with Apples tools. Then saving the USDZ in your install bundle and having your app just link to that file when needed. If you need to provide the model dynamically then import the final USDZ into your 3D app, extract the materials and assign them to your model prior to export.
Good luck.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2022-11-10 at 11:41 am #57259kdvParticipantrun this script to eliminate the problem
app.scene.traverse(function(obj) { if (obj.isMesh) { obj.material.side = 0; obj.material.depthWrite = true; } });
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.
2022-11-10 at 12:02 pm #57260andrei pekCustomerHei!
I solved the issue I made the transparent material a separate material and the opaque ones another, and begged a few friends wo have iphones to test my builds :))
Ended up looking right in the end
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