Comments (9)
from three.bas.
thanks, I'd really appreciate it
from three.bas.
Hello again.
I figured out what's happening, but I'll need more time to implement a proper fix. In the meantime, you'll need to do this:
In your animation material, add a alpha test define, and make sure the depthPacking is under uniformValues.
const material = new StandardAnimationMaterial({
defines: {
'ALPHATEST': 0.5
},
uniformValues: {
alphaMap: alphaMapTexture,
depthPacking: THREE.RGBADepthPacking
}
})
Then when creating the depth material, set the needsUpdate flag for your alpha map.
mesh.customDepthMaterial = BAS.Utils.createDepthAnimationMaterial(material);
mesh.customDepthMaterial.uniforms.alphaMap.value.needsUpdate = true;
And everything should work, hopefully.
from three.bas.
Unfortunately no, still no shadows appearing
from three.bas.
Here's a reduced test case with a BAS animation material + alpha map + custom depth material. Can you work from there and see what isn't working for you?
from three.bas.
thanks for the effort, I will test this as soon as I am back to work.
from three.bas.
hmm still not working. Also added side: THREE.DoubleSide
now. As soon as I add 'ALPHATEST': 0.5; to my defines, shadows disappear completely.
from three.bas.
Do you have any code you can share?
from three.bas.
Unfortunatley no, it would take some time to isolate the code from the rest of my project. Since your demos are working well, I guess the reason for the issue is stuck somewhere else in my code.
As long as I can't confirm the existence of the issue we can consider this as resolved.
from three.bas.
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from three.bas.