在SceneKit中渲染具有半透明纹理的3D模型(头发)? [英] Render a 3D model (hair) with semi-transparent texture in SceneKit?

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本文介绍了在SceneKit中渲染具有半透明纹理的3D模型(头发)?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试在SceneKit中渲染3D模型,但它看起来不正确. 例如,此模型(这是具有纹理的SCN文件,您可以在自己的文件中复制它Xcode):

I'm trying to render a 3D model in SceneKit but it looks incorrect. For example this model (it's an SCN file with texture and you can reproduce it in your Xcode):

在Xcode场景编辑器中,其呈现方式如下:

In Xcode Scene Editor it is rendered like this:

Transparency -> Mode -> Dual Layer
Double Sided = true

如果我关闭写入深度"选项,它将看起来像这样: 但是也存在一些问题,因为我只看到发型的最低层".

If I turn off the "Write depth" option, it will look like this: But there are also some issues because it I see only "the lowest layer" of haircut.

我认为这应该可行.怎么做对呢?

I think this should be possible. How to do it right?

推荐答案

SceneKit在3D模型中从不同角度看时会弹出一些头发的原因在SceneKit中是很常见的:您的模型具有半透明的材质,而SceneKit由于某些内部引擎渲染技术而无法正确渲染(时间49 :35)应用于深度缓冲区.

The reason that in your 3D model some strands of hair popped out when viewed from different angles is quite usual for SceneKit: your model has semi-transparent material that SceneKit can't render properly due to some inner engine rendering techniques (time 49:35) applied to depth buffer.

为了解决此问题,有两种解决方案:

In order to deal with this problem there are two solutions:

解决方案1 ​​:

您的3D模型必须具有完全不透明的纹理(完全没有半透明的部分).在这种情况下,请使用.dualLayer属性.

Your 3D model must have a completely opaque texture (without semi-transparent parts at all). In that case use .dualLayer property.

let scene = SCNScene(named: "art.scnassets/Hair.scn")!
let hair = scene.rootNode.childNode(withName: "MDL_OBJ", recursively: true)!

hair.geometry?.firstMaterial?.transparencyMode = SCNTransparencyMode.dualLayer

解决方案2 :

头发束不能是单一几何形状,而必须是复合几何形状(由一组统一在一起的多个几何形状层组成).

Strands of hair mustn't be a mono-geometry but must be a compound geometry (consisted of several geometry layers unified in one group).

hair.geometry?.firstMaterial?.colorBufferWriteMask = SCNColorMask.all
hair.geometry?.firstMaterial?.readsFromDepthBuffer = false
hair.geometry?.firstMaterial?.writesToDepthBuffer = false
hair.geometry?.firstMaterial?.blendMode = SCNBlendMode.alpha

这篇关于在SceneKit中渲染具有半透明纹理的3D模型(头发)?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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