Hi all. I’m importing a gltf file into my scene. When I keep the original material, shadows cast on the ground just fine. But if I replace the material with another one, the shadows vanish. Here’s a playground example that illustrates what I mean:
When replaceMatOnGLTF = true, it now additionally applies the old material’s sideOritentation to the new material. But still no shadows. When replaceMatOnGLTF = false, it keeps the material from the gltf file, and shadows appear.
You mesh has vertex alpha value so it is considered as transparent. The default PBR material was turning that off so you need to do the same but s you are not creating a PBR you ahve to turn it off on the mesh directly
Woosh, I just learn that vertex could have alpha value ahah. Could be useful for terrain by making overlapped meshes using different materials but mixed with alpha, right?
I don’t see any vertex alpha painting option in Blender, if someone knows if it’s possible?
I saw someone complaining about it in a Blender artists Discord a couple months ago, and he said he opened a ticket for Blender 2.8, but as far as I know we’re still stuck with just RGB for Blender vertex painting unfortunately!
Hahaha yeah me neither, I tried messing with it a bit, but no such luck. I usually use vertex colors in the cycles shader using the “Attribute” node, but the converter only has a “Separate RGB” instead of a “Separate RGBA”, so I have no idea how to access it that way. Maybe it’s still a work in progress?