FBXLoader: Partial transparent maps doesn’t work

Description of the problem

When loading a FBX file ( succubus.zip, it is the original file, no export ) via FBXLoader transparent parts of a map isn’t taken into account.

The map, opened in Gimp so you can see the transparent parts, hair + feathers:

What it should look like Sketchfab

What it really looks like (my viewer):

The problem can be worked around with when applying following code on every mesh the FBXLoader creates:

            ((obj as THREE.Mesh).material as THREE.Material).transparent = true;
            ((obj as THREE.Mesh).material as THREE.Material).side = THREE.DoubleSide;
            ((obj as THREE.Mesh).material as THREE.Material).alphaTest = 0.5;

But of course I don’t want this code to be applied on every mesh because AFAIK transparency and alpha testing costs quite a bit of performance, especially if it isn’t needed…

I am willingly to make a PR if I would know how to fix this.

One possible solution is that we would have to check ONLY the PART of the image being used per mesh if there is any transparency and if there is some then setting the transparent parameter on the material.

@Kyle-Larson @takahirox since you both wrote this Loader, do you have any idea?
@Mugen87 @donmccurdy you both are pretty active on loader issues/PRs probably you could help here too? 😉

Three.js version
  • [ x ] r88
  • All of them
  • All of them

Author: Fantashit

3 thoughts on “FBXLoader: Partial transparent maps doesn’t work

  1. @cnspaha I’ve just done this:

    loader.load( 'models/fbx/succubus.fbx', function( object ) {
    	object.traverse( function( o ) {
    		if ( o.isMesh === true ) {
    			o.material.alphaTest = 0.5;
    	} );
    	scene.add( object );
    } );
  2. @Mugen87
    I do the same as you. But just found the culprit… it is the “alpha” property on the WebGLRenderer.
    If it is set to “true” the white silhuette appears…

  3. @looeee glTF sets alphaMode as one of BLEND, MASK, or OPAQUE. Another property, alphaCutoff, corresponds to three.js’s alphaTest. But (per KhronosGroup/glTF#1158) alphaCutoff is only used in MASK mode, not BLEND, and so the format technically does not allow what Sketchfab is trying to do here. That may be an oversight that needs to be corrected in a future glTF version…


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