MidnightCow Posted January 29, 2016 Share Posted January 29, 2016 Hi, I'm not sure what exactly is the issue here but, i have a mesh which is exported from Max with a simple material with jpg in diffuse and a b+w jpg in the opacity slot. For some reason this is rendering in Babylon almost as if the normals are inverted, or maybe as if there is some z-sorting issue going on ( ie the object is not transparent, but where parts of the object visually overlap itself on screen there seems to be transparency, hence why i'm thinking maybe z issues ).. The alpha itself seems to be working as expected, and the material inside babylon appears to be set up correctly with the jpg showing up as the materials 'opacityTexture' etc.. Any clues what's going on? I've tried checking mesh normals inside Max etc everything is fine :/ Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 29, 2016 Share Posted January 29, 2016 We need a live demo on the PG to help you Quote Link to comment Share on other sites More sharing options...
MidnightCow Posted January 29, 2016 Author Share Posted January 29, 2016 I was kinda hoping it was maybe a known issue tbh :/ Can i import custom .babylon scenes in the playground? I might try that, it might help to strip back and test just the offending object also.. Quote Link to comment Share on other sites More sharing options...
jahow Posted January 29, 2016 Share Posted January 29, 2016 Sounds like you have your backface culling turned off for your transparent mesh! Quote Link to comment Share on other sites More sharing options...
MidnightCow Posted January 30, 2016 Author Share Posted January 30, 2016 Well, i've discovered the issue, and it's at my side not with Babylon.. The meshes causing problems are showing up in 3ds Max's X-View as having several Flipped UVW Faces.. In almost 20 years of doing 3d i don't think i've ever had this particular issue, i guess there's always room for new problems I think it might be because the meshes has been bounced between C4D/ZBrush and then using Max to export to babylon, at some point some of the UV faces have got uhh, flipped.. The meshes have been decimated in Zbrush to nail the polycount and then further tweaked/optimised in C4D before finally being transferred over to Max as FBX format so i can only guess at some point in the chain something has went amiss. The vertex order of the meshes seem to be all over the place also ( although until i apply an alpha texture they look and render perfectly fine ) so i guess that's also symptomatic of whatever caused it. I've tried a number of things to fix it ( without redoing UVW maps completely ) but looks like i'm going to have to bit the bullet and redo them. Weird! Thanks for the help and keep up the good work on Babylon guys! Quote Link to comment Share on other sites More sharing options...
MidnightCow Posted January 30, 2016 Author Share Posted January 30, 2016 Actually.. I managed to repair the flipped UV faces, and it aint that. All the other meshes are fine except this one, so obviously something has got screwed up. Back to the drawing board :/ Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 1, 2016 Share Posted February 1, 2016 I would love to see your project when it will be done Quote Link to comment Share on other sites More sharing options...
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