I am doing a chair with a mesh back that gets transparency from the alpha channel of my color map, much as you describe in the documentation. It works fine when Alpha Mode is set to Mask, but looks a little pixelated. When I try Alpha Mode = Blend, the z-buffer surface ordering gets broken, even when setting negative numbers for the surface rendering order. Then I see other packages and your nice transparency app using “Alpha Clip” as a great solution. Where can I find this Alpha Clip option in my aiStandarSurface? Or any other suggestions to make this nice clean transparency.
Thank you for responding, and now I understand, Alpha Mode Mask in Maya is the same as Alpha Mode Clip in some of the other packages. Honestly I wish I could use Alpha Mode Blend as you show in the Verge3D documentation, but because my chair model is trying to be light with only 8 surfaces, some that are in front and behind others it seems not possible to get each Render Order number correct to make them stack and appear correct in webGL.
Please do say if you have any other ideas for that one.
Sincerely, Jon Tojek
but because my chair model is trying to be light with only 8 surfaces, some that are in front and behind others it seems not possible to get each Render Order number correct to make them stack and appear correct in webGL.
Unfroutunally that’s how the blend mode works, it’s good for simple (plane like) models without multiple intersections in view. Try also alpha coverage (aka alpha hashed), otherwise the only solution is to use alpha mask with hight resolution texture.
Co-founder and lead graphics specialist at Soft8Soft.