Yes sure! felix@needle.tools
Okay, sent!
by user 224300406682025985
From our 3D artist regrading the comments about the rendering order: âThere are clear pivot points for everything, we made the origin of all the transparent parts in their designated centers. As for the rendering order, with the +50 setting over the glass* 3000 setting, it renders correctly in the viewer.â
by user 224300406682025985
I can confirm the models look fine in regards to the viewing angle having no effect on the render order of the materials/faces.
by user 224300406682025985
In any case, if it was a rendering sorting mistake, would that explain how the local build looks fine but the production build doesnât?
by user 224300406682025985
Nope it doesnât good to know youâre using the renderer order already to control that!
Thanks for the artist notes!
origin of all the transparent parts in their designated centers
that isnât necessarily good for transparent parts, sometimes the pivots have to be shifted around a bit so things look right. But since youâre using render order already that shouldnât matter as much
@herbstđ” Any other ideas? Perhaps from viewing the uncompressed file I sent?
by user 224300406682025985
Hey @Linkraft - I took a look but still think this is a render order issue.
I set the glass pieces to properly use the transmission extension instead of alpha blending (I think itâs supposed to be glass, right?) and for me it looks like this after compression:
left is BMC, right is BMC+
Still a puzzle on why it is working on the local build and not the production build thoughâŠ
by user 224300406682025985
Does the above look right? Thatâs already compressed as in a production build
Weâve wrestled with the transmission settings for Unity for the models earlier in the project but it never looked right, hence why we went the route of origins and render sorting
by user 224300406682025985
Quick build here:
https://jumbled-maze-attention.glitch.me/
Yeah we want the rendering to be a bit different, gonna send you a DM with some follow up so I can show you our dev environment so you can see for yourself.
by user 224300406682025985
To summarize some of the findings:
- the issue isnât texture-related, itâs transparency render order related
- compressing the meshes seems to cause a three.js bug / weirdness where the order of nodes in the hierarchy isnât guaranteed
- workaround is to use an explicit render order or pivots that donât sit exactly on top of each other.
The three.js issue is reported here: GLTFLoader: Order of nodes in hierarchy is non-deterministic in some cases when compression is used · Issue #25820 · mrdoob/three.js · GitHub
Changed the channel name: Node order in the hierarchy can change when using compression and transparent materials