I have shared this issue privately with Herbst but making a public issue to track it here in case anyone else notices it - I have found that setting alpha clip for a material using Volume + Thickness causes it to not export in Quick Look currently. I have some example links I can share privately from a working project. This issue is not there in Needle Engine for Unity 3.22.6 so at some point after that version this regression in Quick Look USD export happened.
#Quick Look Alpha Clip volume + thickness material export issue
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Hello there – we have an experimental AI bot 🤖 that might be able to help you with your question. Would you like to try this out?
Thanks - I’m aware 🙂
Most likely reason is some adjustments we did how opacity is multiplied into textures to fix issues with QuickLook, and alpha test cases may be affected
If you’re feeling experimental you can also adjust code in ThreeUSDZExporter, it’s relatively straight forward to do so
@proud tangle I am now working again on a project this affects - is it possible for me to script up something that can exclude one material or object from being multiplied into those textures?
Same answer still, feel free to adjust the code for that usecase.
I’m back in office for literally two hours^^ and hope to get to look at your issue latest on Monday
Thank you, will be looking into that on monday also, have a great weekend
@proud tangle Did you get any time to look into this yet? Thanks for your help so far
I wonder if a component can be added I can put on a part of the model to exclude its alpha material from being converted into a texture in a USDZ export?
you can listen to before-export event on the USDZExporter component. There you can adjust the scene anyway you see fit. For example in your case, replace materials and so on.
Then in order to roll back the state, listen to after-export and change your scene back.
Here's a code reference:
https://engine.needle.tools/docs/community/contributions/llllkatjallll/set-fallback-material-for-usdz-exporter/
Needle Engine is a web-based runtime for 3D apps. It runs on your machine for development, and can be deployed anywhere. It is flexible, extensible, and collaboration and XR come naturally. Needle Exporter for Unity bridges the Unity Editor and the web runtime. It helps you to export your assets, animations, lightmaps and so on to the web. It is...
That is correct, but nonetheless, we need to fix it.
I'll look at it in the next days 🤞 sorry for the delay