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i'm working on a project but i get a strange issue with the 3d model. For some reason, "reflexion" flip on some faces as soon as I put alpha lower than 1.0.

I tried to delete the face then fill -> worked for somes I checked face orientations and normals -> they are all identical I asked some AIs to find some answers but nothing worked (UV project, flip face, add tangent to material, delete item datas...).

On the attached screen cap, face orientation & normales are On, and the principled BDSF has alpha set to .999

I'm pretty sure it's a model problem, because I made an GLTF export to threejs, replaced the material by a threejs native one, and I have reflexion issues at this faces.

What could it be, and how to fix it?enter image description here

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  • $\begingroup$ "reflexion" is not a word, and the similar "reflection" (what a mirror or shiny surface does) does not apply here. However, I see what you are talking about. This (or something like it) is a known issue when using EEVEE. Have you tried Cycles? $\endgroup$ Commented Aug 25 at 15:05
  • $\begingroup$ "reflexion" is not a word, and the similar "reflection" You're right; i mispelled by using the french orthograph. I'm stuck with EEVEE cause it has a similar rendering than threejs. I don't have issue in Cycle, but i can't use it in my final project. $\endgroup$ Commented Aug 25 at 15:20
  • $\begingroup$ "This question is similar to: Alpha blend issue (EEVEE). If you believe it’s different, please edit the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem." Looks like it is a blend issue, I tried to change blend mode, it "clean" the issue but I still got it in threejs view. I'll try to change blend mode in threejs too, but is there any way to clean the mesh to avoid the issue? $\endgroup$ Commented Aug 25 at 15:24
  • $\begingroup$ No, there isn’t. Like I said, this has nothing to do with the mesh itself, but the render engine. $\endgroup$ Commented Aug 25 at 20:32

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