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This repository has been archived by the owner on Apr 5, 2023. It is now read-only.
If we bake in the base as mentioned in #8 there's no need to call transparent. You still could I guess, just to be 100% sure or if you planned on adjusting the other values later.
You would think that layer is 50% see through (opaque) but it's not...
Transparent maps to the material, while base and alpha map to the material color map..
I have NO IDEA what this would do..
//simplified from @Fasani Blob experiment<mesh><sphereGeometryargs={[0.8,128,128]}/><LayerMaterial><Basecolor="#603295"/>{...}</LayerMaterial></mesh><meshref={glow}scale={0.6} visible={showGlow}><circleGeometryargs={[2,16]}/><LayerMaterialdepthWrite={false}side={THREE.FrontSide}blending={THREE.AdditiveBlending}>{...}</LayerMaterial></mesh>
In that instance the user accidentally left of the transparent value on glow. Now, because the blending mode isnt the default we know we're supposed to be transparent..
TLDR: based on input props we can assume the intended transparency value
If we bake in the
base
as mentioned in #8 there's no need to call transparent. You still could I guess, just to be 100% sure or if you planned on adjusting the other values later.But if you place a color in base:
or by #8 :
There's no alpha set so it is 100% opaque
where this becomes confusing is actually on the inverse:
You would think that layer is 50% see through (opaque) but it's not...
Transparent maps to the material, while base and alpha map to the material color map..
I have NO IDEA what this would do..
In that instance the user accidentally left of the transparent value on glow. Now, because the blending mode isnt the default we know we're supposed to be transparent..
TLDR: based on input props we can assume the intended transparency value
Transparency on meshStandardMaterial in Three.js doscs
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