渲染透明壳

The*_*m01 4 javascript three.js

让我们说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.我希望没有重叠,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,好像神奇女侠坐在一个透明的外壳里面.

也许放置它的好方法是我想渲染透明网格,如不透明网格,但仍然允许它们是透明的.

举个例子,这里是普通女性驾驶她的大多数可见车:http://jsfiddle.net/TheJim01/e6ccfo24/

我已经完成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(我看到了几个建议THREE.NoBlending,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,我会走那条路,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>
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CSS:

html *{
    padding: 0;
    margin: 0;
    width: 100%;
    overflow: hidden;
}

#host {
    width: 100%;
    height: 100%;
}
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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();
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Wes*_*ley 7

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:首先渲染面

material.colorWrite = false;
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然后第二次渲染它们

material.colorWrite = true;
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小提琴:http://jsfiddle.net/yrfuy4j8/

你的小提琴:http://jsfiddle.net/5eku8k37/

three.js r.76