MeshStandardMaterial iOS rendering issues
See original GitHub issueHi there,
I think I might have found a bug on iOS. I have a MeshStandardMaterial
working with a texture for its roughness(green), metallic(blue) and AO(red) channels…
In my case AO is not used, so red channel is empty. This causes iOS to render incorrectly or at least completely different than any other platform including Safari on OS X, Android, Chrome, etc. The resulting rendering on iOS is completely dark. If I remove the aoMap linkage to texture the render is then fixed, but shouldn’t it be ignored like in other platforms?
Unfortunately I can’t share this particular example right now cause it is for a commercial project under development but can try to put another example online if you can confirm this is a bug.
Many thanks!
Issue Analytics
- State:
- Created 4 years ago
- Comments:12 (9 by maintainers)
Top Results From Across the Web
Black unreflective faces using MeshStandardMaterial in three.js
I'm a beginner to three.js and 3d graphics in general. ... At first I thought there could be some problem with the vertex...
Read more >AR with transparency in material issue - Soft8Soft
Hei I'm having some issues with the alpha in a material, trying to make it for AR for IOS. I attached a few...
Read more >MeshStandardMaterial – three.js docs
A standard physically based material, using Metallic-Roughness workflow. Physically based rendering (PBR) has recently become the standard in many 3D ...
Read more >Matt DesLauriers on Twitter: "Real-time shadows and ...
This is especially a problem for retina laptops. If your design allows it: ... NanoGL's physically based rendering runs pretty well on an...
Read more >Extending three.js materials with GLSL | by Dusan Bosnjak
MeshStandardMaterial extended with specular/gloss + instancing +map ... Almost all rendering operations are somehow tied to a material.
Read more >Top Related Medium Post
No results found
Top Related StackOverflow Question
No results found
Troubleshoot Live Code
Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start FreeTop Related Reddit Thread
No results found
Top Related Hackernoon Post
No results found
Top Related Tweet
No results found
Top Related Dev.to Post
No results found
Top Related Hashnode Post
No results found
Top GitHub Comments
Yes, it is a PNG and it does look like it could be a premultiplied alpha issue.
Hello,
Thanks a lot for your feedback. I have been isolating a simpler example and I wasn’t able to longer reproduce this behaviour…
After digging a bit further in, turns out that it might be related to the texture I was using since this had an alpha channel which is probably messing with the RGB channels in iOS somehow. If I don’t have a transparent background the behaviour in all platforms is identical but if there is an alpha channel (even not affecting the rendered surface) things go funky on iOS. Getting very different results. Perhaps this is a known behaviour already. Nevertheless it will be a different bug then and I should do a bit more testing before posting a new issue. Also, it makes no sense to have transparent pixels on a PBR texture for roughness/metalness/AO.
Thanks and sorry for the misleading initial post!