Hopefully a quick one - I’m trying to import GLBs with the KHR_materials_transmission extension. Problem is, in my scene they’re not coming out as transparent, but instead as best as I can tell they’re trying to fake transparency instead, by looking up into the environment map.
Which is a cool technique for faking transparent objects, but not what I’m going for right now
I can’t seem to reproduce this behaviour in a PG unfortunately. I’m loading the Kronos test asset for transmissive materials:
This works great in PG, you can see the checker backdrop visibly through the glass spheres.
But in our scene we see this:
It’s a little hard to parse from this angle, but it’s actually a direct look up into the perspective-corrected environment map being used in the scene (which is to say, in addition to sampling the env map for reflection) instead of actually sampling the buffer behind it.
Exactly the same asset being loaded - could it be something in the scene setup or rendering pipeline that causes this behaviour?