This has been happening forever in STD materials, but now that I am really playing with PBR, I have come to a conclusion that alpha in textures is not really working well for me.
I have a number of meshes, shown here in Blender 2.80, in solid mode.
When in Blender materials mode, edges of the hair & eye browsers look very nice. BTW, they also look like this MakeHuman.
Here is what they look like in PBR in Edge Browser (slightly different from in STD, but not as it relates to alpha)
Here is the code generated for the eyebrowse material (looks the same as when coming from JSON)
material = new BABYLON.PBRMaterial("MH.eyebrow005", scene); material.backFaceCulling = true; material.checkReadyOnlyOnce = false; material.maxSimultaneousLights = 4; material.environmentIntensity = 1; material.reflectivityColor = new QI.C(.5,.5,.5); material.roughness = .5; material.alpha = 1; material.transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST; material.metallic = 0; nPendingTextures++; texture = new BABYLON.Texture(resourcesRootDir + "eyebrow005.png", scene, false, true, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, onTexturesLoaded, onTextureError); texture.hasAlpha = true; texture.level = 1; texture.coordinatesIndex = 0; texture.coordinatesMode = 0; texture.uOffset = 0; texture.vOffset = 0; texture.uScale = 1; texture.vScale = 1; texture.uAng = 0; texture.vAng = 0; texture.wAng = 0; texture.wrapU = 1; texture.wrapV = 1; material.albedoTexture = texture; material.useAlphaFromAlbedoTexture = true;
There is clearly some alpha, but is there anyway this might be improved?