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Need help for plexiglass / glass shader for AR

Home Forums Graphics / 3ds Max Need help for plexiglass / glass shader for AR

Viewing 8 posts - 1 through 8 (of 8 total)
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  • #82195
    NaxosCG
    Customer

    Hello there,

    I need help for plexiglass / glass shader for AR, on iOS, so i guess Physical / USD shader.

    I’m aware that i’ll never reach the rendered effect, but as you can see in pictures, even if the white background verge3D is quite ok, the iOS AR is very…. “thin-walled” instead of… glass.

    I must admit all alpha modes, depth write and OIT stuff i don’t understand…

    Any help would be great !

    [edit] : i’m with 3dsmax

    • This topic was modified 1 day, 15 hours ago by NaxosCG.
    • This topic was modified 1 day, 15 hours ago by NaxosCG.
    • This topic was modified 1 day, 15 hours ago by NaxosCG.

    "1+1=3... for large values of 1"

    #82202
    NaxosCG
    Customer

    the Web render suits me, it is quite close to actual render. But the iOS’ AR is way too “thin”

    "1+1=3... for large values of 1"

    #82208

    Hi,
    Unfortunately, since we must convert the loaded scene to USDZ format, such discrepancies are not avoidable. Basically, how to display transparency, is entirely up to the build-in iOS renderer. You might increase opacity or add some other geometry before entering AR mode to compensate the lack of transparency.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #82209
    NaxosCG
    Customer

    I get that.
    Do you know if the auto-conversion for iOS AR makes my objects not 2-sided ? That could explain the differences, and i could add some normal-flipped geometries when entering AR…

    "1+1=3... for large values of 1"

    #82211
    NaxosCG
    Customer

    So, i tried to compensate the non 2-sided of apple’s USDZ, by duplicating meshes, flipping them.
    The render is quite the same in AR.
    I think about 2 things :
    – or they make some kind of optimisation during export/conversion from web to AR;
    – or they use some kind of transparency mode that “remove” what is behind transparency if also transparent, or something.
    I’ve tried OIT, different alpha modes… no way.

    I hope the client will be ok with it.

    "1+1=3... for large values of 1"

    #82212

    Alas, USDZ seams to not support double-sided materials :cry:

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #82214
    NaxosCG
    Customer

    Yes, and more than that, when several transparents meshes, it can’t show inside ones correctly…
    OIT does not change anything here, but it should

    "1+1=3... for large values of 1"

    #82218
    kdv
    Participant

    OIT does not change anything here, but it should

    OIT works in v3d apps only. none of v3d specific features will work in Quick Look.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

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