Incorrect sort order of transparent materials (Godot 4.x engine bug) #10
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If a model doss not match the appearance of VRoidHub out of the box, that is a bug. regarding name of sub-surfaces, can you tell me what the names are supposed to be on the original model? how do they appear in other tools such as Unity. I will implement it if you can show me where this data comes from. |
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unfortunately that model no longer allows download. |
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Hi @GeorgeS2019 I was unable to reproduce your issue I really, really appreciate your help testing godot-vrm. Sorry if it came off harsh. You are literally the first user to test out the new version of godot-vrm and I'm really pleased you got a chance to use it |
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@GeorgeS2019 fire uploaded a copy of the .zip, and attached the terms of use next to it so as to not risk violating the license. Github helpfully magnified that image to 500% so it looked like yelling. That was just standard practice and nothing you did wrong. Sorry for the misunderstanding due to a crappy medium of github issue report. Again I really appreciate your help testing and reporting issues on godot-vrm! |
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@lyuma it is a pleasure to see your passion making godot-vrm works. You are responding positive to feedback. I totally understand and share that others to try and learn the culture reflected by VRM. |
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So to get back to the OP issue... I think you may have just hit an engine bug in Godot 4.x - since I am not able to reproduce the issue with that model. (It is dangerous to test in this pre-alpha, unstable engine version. Bugs are rampant) The bug I think you ran into is one where the faces randomly get flipped inside out. One trigger for this type of issue is opening the same model in two scene tabs. We just need to wait for Godot to fix the issues in Godot 4.x, but Godot is still working on features and so they probably are not going to start bug hunting for a few months. That said, I'll keep this issue in mind and I'll be on the lookout for it. If you want stability, you'll need to use Godot 3.x - I'm close to finishing my backports to that version. |
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@lyuma backport to Godot 3.x would be an excellent idea. Thanks for keeping up the goal. |
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Ok another theory. This model has multiple transparent materials and it's using Render Priority on some of them. Render Priority is broken on Godot master. So it could be that on your build of Godot, the transparent materials render in a different order than on mine. (it might be undefined) |
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@lyuma I had similar problems with non VRM models. Often I do not have enough experience to know why. Thanks for your suggestion. Something to think about :-) |


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