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GLB frosted glass material only marginally affect primitives, doens't affect <a-text> or <a-image> #5514
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The transmission pass of Three.js doesn't render transparent objects. By default both the Note that it isn't recommended to use transmission when targeting stand-alone/mobile VR headsets as the transmission passes cause expensive operations that impact performance too much. For context there is ongoing work to improve the transmission pass in Three.js (see mrdoob/three.js#28078), but it'll obviously take time before it lands in Three.js let alone A-Frame, assuming the changes get incorporated. |
I see, Setting transparent=false end up getting the a-text and a-image material blur in general, but viewing from behind an object also with transmission they now don't get rendered at all. I tried to write my own shades and custom materials as well but I wasn't successful . However, I'm not sure if this is a limitation on three.js transmission as I've seen in reactXR doing this exact effect on their examples. I wonder if this could be ported to a-frame since they are using THREE.physicalMaterial under the hood. Thanks for explaining btw! |
Under the hood A-Frame is pretty much vanilla Three.js, so anything that can be done with Three.js can be done with A-Frame with some effort as well. Looking at the I don't know if it properly works in WebXR, though. So that's something you'll have to find out if you attempt porting it. |
Description:
I imported an object created in blender where it has different index of refraction and transmission to show as a frosted glass
however, it only affect primitives like boxes and spheres but it doesn't affect itself, as if I put a copy of it behind, it doesn't affect text, and it doesn't affect images, so pretty much any element that is 2D doesn't get blur.
I tried playing with the material and changing parameters but I still can't get refraction to work.
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