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Instancedmesh Transparent Meshes Questions Three Js Forum

Instancedmesh Transparent Meshes Questions Three Js Forum
Instancedmesh Transparent Meshes Questions Three Js Forum

Instancedmesh Transparent Meshes Questions Three Js Forum Hey, so, i have an instancedmesh object with thousands of semi transparent textured cubes (see pic below). from certain points of view, meshes can completely hide other meshes, even on the parts when they’re supposed t…. If your mesh textures have areas of complete transparency (rather than partial) you should be able to use material.alphatest to discard unwanted fragments without artifacts.

Instancedmesh Transparent Meshes Questions Three Js Forum
Instancedmesh Transparent Meshes Questions Three Js Forum

Instancedmesh Transparent Meshes Questions Three Js Forum I have instanced objects spread around, along with individual non instanced transparent boxes, and you can see that at certain angles the instanced objects are not visible or they are: any tips or thoughts on how to handle this?. I release a plugin about end of the week that will cover this sorting issue with a sort option for instances, the api is on top of instancedmesh but a bit different as you have regular mesh objects in your scene. I’m using an instancedmesh to display lots of successive boxes with no space between them. i’m using a custom shadermaterial to make their edges black and to control the transparency. Edited it is not possible to use spritematerial with meshes in general. it's intended for three.sprite.

Nodematerial Incorrect Renderingorder Of Transparent Meshes Bugs
Nodematerial Incorrect Renderingorder Of Transparent Meshes Bugs

Nodematerial Incorrect Renderingorder Of Transparent Meshes Bugs I’m using an instancedmesh to display lots of successive boxes with no space between them. i’m using a custom shadermaterial to make their edges black and to control the transparency. Edited it is not possible to use spritematerial with meshes in general. it's intended for three.sprite. Is there a way to have varying alpha values for each cube inside an instancedmesh (with objects made from boxbuffergeometry and meshphongmaterial)? it’s not possible, mainly because if that was allowed the first thing people bump into is that the order in which transparent objects get renderer is incorrect. My question if we import only one building in shapespark extension, and do the instanced mesh to 100 building, it won’t increase the triangle size much right, like the way its mentioned in this threejs forum section. I'm rendering a grid with plane meshes (it was easy that way, one plane per grid cell), and i need some cells to be transparent to differing degrees (f.e. a heat map). I’m facing some issues with a custom shader and instancedmesh. i made a fiddle to replicate my issue. to make it simple, this instanced mesh are moving around and from time to time one will be in front of the other, and when this happen, depending on the render order i think, the opacity won’t work correctly.

Three Js Artefacts When Rendering Multiple Intersecting Transparent
Three Js Artefacts When Rendering Multiple Intersecting Transparent

Three Js Artefacts When Rendering Multiple Intersecting Transparent Is there a way to have varying alpha values for each cube inside an instancedmesh (with objects made from boxbuffergeometry and meshphongmaterial)? it’s not possible, mainly because if that was allowed the first thing people bump into is that the order in which transparent objects get renderer is incorrect. My question if we import only one building in shapespark extension, and do the instanced mesh to 100 building, it won’t increase the triangle size much right, like the way its mentioned in this threejs forum section. I'm rendering a grid with plane meshes (it was easy that way, one plane per grid cell), and i need some cells to be transparent to differing degrees (f.e. a heat map). I’m facing some issues with a custom shader and instancedmesh. i made a fiddle to replicate my issue. to make it simple, this instanced mesh are moving around and from time to time one will be in front of the other, and when this happen, depending on the render order i think, the opacity won’t work correctly.

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