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AR with transparency in material issue

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  • #55765
    andrei pek


    I’m having some issues with the alpha in a material, trying to make it for AR for IOS.
    I attached a few images, one is with the material as I have it in Blender and how it’s showing and one is how it’s visible in the browser.

    In the material settings I have it as Alpha blend and it’s not showing the material correctly.

    What I’m asking mainly is how should I set up the material to have transparency and work for AR on IOS?

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    Yeap, MeshStandardMaterial with transparency looks terrible ))) Moreover, in AR Quick Look this material is completely opaque…


    In my experience using V3D export for iOS usdz for iOS Quicklook does not work well with respect to materials/transparency or lighting. The lighting and materials are completely different than a web-based XR or standard web application due to the color space and the way AR is handled on iOS devices.

    iOS AR Quicklook fully supports transparency and looks much better than webXR on android when you get the materials right.

    If you are looking to export directly out of your app to iOS AR then you will need to create a secondary set of materials you apply to your objects before you export if color and transparency is critical.

    If lighting is critical and you have the option, you are better off creating your USDZ outside of V3D and just providing it in the install, this will give you full control of the materials, lighting and transparency and will make the AR experience look very real.

    To do all this…you will need a Mac or at least an iPad and Reality Composer and its associated tools to help. You will spend time optimizing your materials either in V3D and exporting and viewing in Reality composer until you get it right or bringing over the basic materials and then adjusting with Apples tools. Then saving the USDZ in your install bundle and having your app just link to that file when needed. If you need to provide the model dynamically then import the final USDZ into your 3D app, extract the materials and assign them to your model prior to export.

    Good luck.

    Route 66 Digital
    Interactive Solutions - https://www.r66d.com


    run this script to eliminate the problem

    app.scene.traverse(function(obj) {
      if (obj.isMesh) {
        obj.material.side = 0;
        obj.material.depthWrite = true;
    andrei pek


    I solved the issue I made the transparent material a separate material and the opaque ones another, and begged a few friends wo have iphones to test my builds :))

    Ended up looking right in the end

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