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MeshTransmissionMaterial special features doesnt work ( anisotropicBlur / chromaticAberation / displacement / etc.. ) #45
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not sure what the issue is try referring to this sandbox https://codesandbox.io/s/mesh-transmission-demo-wfvh4m?file=/src/index.js |
Thanks for the link, it helps ! It appears when I start with backside:false in the mtmParams, the anisotropicBlur and other option didnt work. |
See if you can replicate the issue in the sandbox, then we'll try to replicate in r3f +fix it there (then bring that fix here 🤩) |
I replicate the issue on this fork : if backside is false at start then the effect didnt behave as expected, for example the anisotropicBlur will have no effect at all |
https://codesandbox.io/s/mesh-transmission-backside-off-at-start-bug-wfvh4m?file=/src/index.js on line 197 there was a missing does this fix your usecase/bugged state ? |
@vis-prime Thanks, I found the main reason of the bug in my scene :
Now the scale have another problem, the geometry have to be small to correctly works, but the object scale can be bigger.. :
|
yeah that is true , will try enquire about it with the effect's authors temp/unreliable fix could be if to divide the values by 500 before applying... |
The MeshTransmissionMaterial works exactly like the PhysicalMeshMaterial and all special feature didnt work i try in both threejs
v150
&v158
, result is the same as you can see on these screenshot :with no displacement, work as the PhysicalMeshMaterial and special feature didnt work
the displacement create this noise and is correctly animated on time.
my code for creating the glassMaterial
three
version:v150
&158
@pmndrs/vanilla
version: latest^1.13.3
node
version:v20.5.0
npm
(oryarn
) version: pnpm8.8.0
Problem description:
It seems some part of the shader with the special stuffs are not working
the FBO is correctly working as we can see the pixelisation due to the low resolution
I double check the uniforms seems to be correctly set on the Material
the defines looks also fine
{PHYSICAL: "", STANDARD: "",USE_TRANSMISSION:""}
And I also check the final fragment shader but I coudn't find an error here
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