Wrong transparent node setup in GLTF import #63489
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Reference: blender/blender-addons#63489
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System Information
Operating system: Linux and Windows
Graphics card: NVidia GTX 1060 6GB
Blender Version
Broken: 2.80, a3b88c917299, 2019-04-10
Short description of error
The GLFT/GLB importer has wrong transparency factor on transparent materials for Transparent BSDF
Exact steps for others to reproduce the error
My usecase is a bit more complex since I generate my glb files from a threejs scene. But steps to reproduce are:
The material nodes are setup correctly but the factor for the mix shader should take the opacity value of the glb material for the transparent BSDF node.
Added subscriber: @nurbson
Added subscriber: @brecht
Please attach the .glb file to reproduce the issue.
Here is the glb. You need to scale it to 0.01 after import since our measurement in the threejs scene is in cm, not meters.
Besides: The UV maps are messed up, too. But I'm still trying to find our where the problem is.
schrank (3).glb
Discussion will take place in upstream issue tracker:
https://github.com/KhronosGroup/glTF-Blender-IO/issues/424
I not agree with the analysis.
Factor of the mixShader node will do the following : 1 for transparent, 0 for opaque.
The Add node is used as factor. So if you have an alpha of 0.2, you have to set factor to 0.8.
The second image is wrong, because add 0.8 and 0.2 --> full transparent because of factor of 1.0
Added subscriber: @mont29
Changed status from 'Open' to: 'Archived'
Note that Principled shader now has an Alpha value too…
Anyway, More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.