@paul_sketch - re: refraction in AR - are there any updates or best practices that you can share?
i cannot for the life of me get any refractive materials from any software to render correctly in AR. i’ve tried blender, keyshot, dimension, vectary, sayduck, model-viewer, three.js, sketchfab, written my own gltf by hand - i’m really stuck.
Mike Bond at Adobe, who co-authored the new transmission extension for GLTF, hinted that SketchFab had successfully implemented refraction: https://github.com/mrdoob/three.js/issues/16977#issuecomment-749793318
transmission/refraction in WebGL & AR appears to be “cutting edge” - at least in the sense that GLTF only announced their extension a few weeks ago. none of the software listed above actually supports the new GLTF extensions - babylon.js is the only viewer (other than Khronos’s own) that does. is Sketchfab ahead of the curve here? i think this is an incredibly valuable problem to solve - so many real-world products have refractive materials.
unfortunately, this quick test suggests that SketchFab is not supporting the three new GLTF 2.0 PBR extensions correctly (definition not
KHR_materials_transmission or the windshield would be see through)
the .usdz export is completely off:
the “pony cartoon” (i cant have more than 2 links in this post because i am new here) appears to work (i can see through the windshield)…although maybe this is just alpha transparency and not refraction?