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kme

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Location: Belgium

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Thursday, May 11th 2023, 1:54pm

Transparency handling

In the model here, there are some textures that have transparency.

It seems the transparency handling of krpano is working - kinda: material is transparent but
- only shows own texture
- shows the skybox/background/sphere

You can see it in the picture below:



The walls/floors (which are other textures) are not shown, and instead the skybox is shown.

Is this something that will be improved in the future?

gr,
Kristof

kme

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Monday, May 15th 2023, 10:48am

In another post, we can also see that hotspots are not visible through transparent materials.

Tuur

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Monday, May 15th 2023, 10:58am

did you try to double the transparency thing, make it a tiny little bit smaller .. ehh in this case bring it just a bit outside and flip the normals?
Not sure but for me in a totally other users case that worked.

Tuur *thumbsup*

This post has been edited 1 times, last edit by "Tuur" (May 15th 2023, 11:31am)


4

Monday, May 15th 2023, 12:43pm

yes i try it, but it does not work...

kme

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5

Monday, May 15th 2023, 12:50pm

Tuur,

We are not talking about transparent in the sense of depthmap.cull of faces. This is an actual transparent material within the .obj
The obj material is a PNG with transparency/alpha channel. And when present, when you "look through" the material, all you can see is either the skybox or texture from the same material. Hotspots or other textures are not rendered. I'll try to setup a small scene to get the idea/issue better across.

kme

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6

Monday, May 15th 2023, 1:30pm

Demo: https://krpano.kri-soft.be/examples/transparentmaterial/

In the scene there is 1 model (with 2 textures) and 1 hotspot.
The first texture is a texture for the floor, yellow cube and the transparent window in the middle.
The second texture is a texture for the purpole cube.

- yellow cube is visible through the transparent layer (same texture)
- purple cube is not visible through the transparent layer
- hotspot is not visible through the transparant layer



K.

This post has been edited 1 times, last edit by "kme" (May 15th 2023, 1:41pm)


7

Wednesday, May 17th 2023, 9:37am

Hi,

rendering transparent materials is tricky and is not supported yet...

There are multiple ways to support that (all with different issues) and I'm currently thinking of this one:
- first render all objects with the opaque materials normally
- then take all objects with transparent materials, sort them based on their distance to the camera
- render them from back to front but without writing to the depthbuffer

This shouldn't cost much performance (compared to sorting ALL triangles of transparent objects),
but can be still problematic with self-intersecting objects and textures that are partial opaque/transparent...

Best regards,
Klaus