假设我正在渲染神奇女侠驾驶她的Invisible Jet。喷射器由多个网格组成,并且大部分是透明的。在透明网格重叠的地方,它变得更不透明。我不希望重叠,透明部分仍然是阴影,但材料丢弃了其他碎片后面的透明碎片,就像神奇女侠坐在透明壳内一样。
也许放置它的好方法是我想渲染透明网格,如不透明网格,但仍允许它们透明。
作为一个例子,这里是普通女性驾驶她的大多数可见车:http://jsfiddle.net/TheJim01/e6ccfo24/
我做了深度测试和编写的不同排列,并尝试了所有各种深度测试功能。我也尝试了不同的混合设置(我看到了THREE.NoBlending
的几个建议,但这不是我想要的,因为我失去了透明度)。如果我必须为此编写一个自定义着色器,我会走这条路,但我不知道从哪里开始。
HTML:
<script>
// INITIALIZE
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight,
FOV = 35,
NEAR = 1,
FAR = 1000;
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(WIDTH, HEIGHT);
document.getElementById('host').appendChild(renderer.domElement);
var stats= new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0';
document.body.appendChild(stats.domElement);
var camera = new THREE.PerspectiveCamera(FOV, WIDTH / HEIGHT, NEAR, FAR);
camera.position.z = 250;
var trackballControl = new THREE.TrackballControls(camera, renderer.domElement);
trackballControl.rotateSpeed = 5.0; // need to speed it up a little
var scene = new THREE.Scene();
var light = new THREE.PointLight(0xffffff, 1, Infinity);
light.position.copy(camera.position);
scene.add(light);
function draw(){
light.position.copy(camera.position);
renderer.render(scene, camera);
stats.update();
}
trackballControl.addEventListener('change', draw);
function navStartHandler(e) {
renderer.domElement.addEventListener('mousemove', navMoveHandler);
renderer.domElement.addEventListener('mouseup', navEndHandler);
}
function navMoveHandler(e) {
trackballControl.update();
}
function navEndHandler(e) {
renderer.domElement.removeEventListener('mousemove', navMoveHandler);
renderer.domElement.removeEventListener('mouseup', navEndHandler);
}
renderer.domElement.addEventListener('mousedown', navStartHandler);
renderer.domElement.addEventListener('mousewheel', navMoveHandler);
</script>
CSS:
html *{
padding: 0;
margin: 0;
width: 100%;
overflow: hidden;
}
#host {
width: 100%;
height: 100%;
}
JavaScript的:
// NOTE: To run this demo, you MUST use the HTTP protocol, not HTTPS!
var msh = new THREE.Mesh(new THREE.SphereGeometry(10, 20, 20), new THREE.MeshLambertMaterial({color: "red"}));
msh.position.set(0, 10, 0);
scene.add(msh);
var mat = new THREE.MeshLambertMaterial({
color: "silver",
transparent: true,
opacity: 0.5
});
msh = new THREE.Mesh(new THREE.CylinderGeometry(15, 15, 75, 20), mat);
msh.rotation.set(0, 0, Math.PI / 2);
msh.position.set(0,10,0);
scene.add(msh);
msh = new THREE.Mesh(new THREE.CylinderGeometry(15, 15, 50, 20), mat);
msh.rotation.set(Math.PI / 2, 0, 0);
msh.position.set(-20,-10,0);
scene.add(msh);
msh = new THREE.Mesh(new THREE.CylinderGeometry(15, 15, 50, 20), mat);
msh.rotation.set(Math.PI / 2, 0, 0);
msh.position.set(20,-10,0);
scene.add(msh);
draw();
答案 0 :(得分:6)
如果要渲染重叠的透明面,但不希望重叠区域更暗,则可以实现一个技巧:首先使用
渲染面material.colorWrite = false;
然后再次使用
渲染它们material.colorWrite = true;
小提琴:http://jsfiddle.net/yrfuy4j8/
你的小提琴:http://jsfiddle.net/5eku8k37/
three.js r.76