Comments (7)
It seems this happens not only with gltf (
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Can you try to press P
in f3d?
from f3d.
Can you try to press
P
in f3d?
Seems better but still has some artifacts
And can I enable this by default, and for thumbnails?
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can I enable this by default, and for thumbnails?
Sure, using the configuration file: https://f3d.app/doc/user/CONFIGURATION_FILE.html
In short, copy the config folders from
C:/Program Files/F3D/share/f3d/configs/
to
%APPDATA%\f3d\
And modify the config.d/10_global.json
and thumbnail.d/10_global.json
and add the following:
"translucency-support": true,
before the first option, like this:
{
"global":
{
"translucency-support": true,
"axis": true,
"tone-mapping": true,
"grid": true,
"progress": true,
"anti-aliasing": true,
"filename": true,
"scalars": "",
"camera-direction": "-1,-0.5,-1",
"hdri-ambient": true
}
}
Any remaining issue are probably caused by issues on your data. If you think this is not the case, please let us know!
@Meakk should we turn this on after all ? Not the first user to get surprised by this.
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input @Meakk ?
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Depth peeling is a bit expensive and will cause a drop of fps. The issue is some gltf file exporter just flag material as BLEND
instead of OPAQUE
but that's the exporter fault.
However, if the materials are properly flagged as opaque, there won't be any fps drop so I think it's ok to enable depth peeling for gltf files (or even globally)
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Indeed, I think that displaying, by default, a BLEND
material without its opacity is a bug, so we should enable depth peeling globally, as long as it does not implies slow down for user not using transparent material.
Lets keep this issue open to do the change.
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