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							406 lines
						
					
					
						
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								<!DOCTYPE html><html lang="en"><head>
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								    <meta charset="utf-8">
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								    <title>Transparency</title>
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								    <meta name="twitter:title" content="Three.js – Transparency">
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								    <link rel="stylesheet" href="/manual/resources/lesson.css">
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								    <link rel="stylesheet" href="/manual/resources/lang.css">
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								<!-- Import maps polyfill -->
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								<!-- Remove this when import maps will be widely supported -->
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								<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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								<script type="importmap">
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								{
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								  "imports": {
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								    "three": "../../build/three.module.js"
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								  }
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								}
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								</script>
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								  </head>
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								  <body>
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								    <div class="container">
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								      <div class="lesson-title">
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								        <h1>Transparency</h1>
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								      </div>
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								      <div class="lesson">
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								        <div class="lesson-main">
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								          <p>Transparency in three.js is both easy and hard.</p>
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								<p>First we'll go over the easy part. Let's make a
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								scene with 8 cubes placed in a 2x2x2 grid.</p>
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								<p>We'll start with the example from
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								<a href="rendering-on-demand.html">the article on rendering on demand</a>
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								which had 3 cubes and modify it to have 8. First
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								let's change our <code class="notranslate" translate="no">makeInstance</code> function to take
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								an x, y, and z</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function makeInstance(geometry, color) {
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								+function makeInstance(geometry, color, x, y, z) {
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								  const material = new THREE.MeshPhongMaterial({color});
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								  const cube = new THREE.Mesh(geometry, material);
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								  scene.add(cube);
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								-  cube.position.x = x;
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								+  cube.position.set(x, y, z);
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						|
								
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								  return cube;
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								}
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								</pre>
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								<p>Then we can create 8 cubes</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function hsl(h, s, l) {
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								+  return (new THREE.Color()).setHSL(h, s, l);
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								+}
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								-makeInstance(geometry, 0x44aa88,  0);
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								-makeInstance(geometry, 0x8844aa, -2);
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								-makeInstance(geometry, 0xaa8844,  2);
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								+{
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								+  const d = 0.8;
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								+  makeInstance(geometry, hsl(0 / 8, 1, .5), -d, -d, -d);
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								+  makeInstance(geometry, hsl(1 / 8, 1, .5),  d, -d, -d);
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								+  makeInstance(geometry, hsl(2 / 8, 1, .5), -d,  d, -d);
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								+  makeInstance(geometry, hsl(3 / 8, 1, .5),  d,  d, -d);
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								+  makeInstance(geometry, hsl(4 / 8, 1, .5), -d, -d,  d);
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								+  makeInstance(geometry, hsl(5 / 8, 1, .5),  d, -d,  d);
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								+  makeInstance(geometry, hsl(6 / 8, 1, .5), -d,  d,  d);
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								+  makeInstance(geometry, hsl(7 / 8, 1, .5),  d,  d,  d);
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								+}
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								</pre>
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								<p>I also adjusted the camera</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const fov = 75;
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								const aspect = 2;  // the canvas default
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								const near = 0.1;
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								-const far = 5;
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								+const far = 25;
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								const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								-camera.position.z = 4;
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								+camera.position.z = 2;
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								</pre>
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								<p>Set the background to white</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
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								+scene.background = new THREE.Color('white');
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								</pre>
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								<p>And added a second light so all sides of the cubes get some lighting.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-{
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								+function addLight(...pos) {
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								  const color = 0xFFFFFF;
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								  const intensity = 1;
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								  const light = new THREE.DirectionalLight(color, intensity);
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								-  light.position.set(-1, 2, 4);
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								+  light.position.set(...pos);
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								  scene.add(light);
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								}
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								+addLight(-1, 2, 4);
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								+addLight( 1, -1, -2);
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								</pre>
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								<p>To make the cubes transparent we just need to set the
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								<a href="/docs/#api/en/materials/Material#transparent"><code class="notranslate" translate="no">transparent</code></a> flag and to set an
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								<a href="/docs/#api/en/materials/Material#opacity"><code class="notranslate" translate="no">opacity</code></a> level with 1 being completely opaque
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								and 0 being completely transparent.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, x, y, z) {
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								-  const material = new THREE.MeshPhongMaterial({color});
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								+  const material = new THREE.MeshPhongMaterial({
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								+    color,
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								+    opacity: 0.5,
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								+    transparent: true,
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								+  });
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								  const cube = new THREE.Mesh(geometry, material);
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								  scene.add(cube);
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								  cube.position.set(x, y, z);
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								  return cube;
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								}
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								</pre>
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								<p>and with that we get 8 transparent cubes</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/transparency.html" target="_blank">click here to open in a separate window</a>
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								</div>
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								<p></p>
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								<p>Drag on the example to rotate the view. </p>
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								<p>So it seems easy but ... look closer. The cubes are
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								missing their backs.</p>
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								<div class="threejs_center"><img src="../resources/images/transparency-cubes-no-backs.png" style="width: 416px;"></div>
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								<div class="threejs_center">no backs</div>
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								<p>We learned about the <a href="/docs/#api/en/materials/Material#side"><code class="notranslate" translate="no">side</code></a> material property in 
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								<a href="materials.html">the article on materials</a>.
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								So, let's set it to <code class="notranslate" translate="no">THREE.DoubleSide</code> to get both sides of each cube to be drawn.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = new THREE.MeshPhongMaterial({
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								  color,
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								  map: loader.load(url),
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								  opacity: 0.5,
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								  transparent: true,
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								+  side: THREE.DoubleSide,
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								});
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								</pre>
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								<p>And we get</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-doubleside.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/transparency-doubleside.html" target="_blank">click here to open in a separate window</a>
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								</div>
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						|
								
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								<p></p>
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								<p>Give it a spin. It kind of looks like it's working as we can see backs
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								except on closer inspection sometimes we can't.</p>
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								<div class="threejs_center"><img src="../resources/images/transparency-cubes-some-backs.png" style="width: 368px;"></div>
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								<div class="threejs_center">the left back face of each cube is missing</div>
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						|
								
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								<p>This happens because of the way 3D objects are generally drawn. For each geometry
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								each triangle is drawn one at a time. When each pixel of the triangle is drawn
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								2 things are recorded. One, the color for that pixel and two, the depth of that pixel.
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								When the next triangle is drawn, for each pixel if the depth is deeper than the
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								previously recorded depth no pixel is drawn.</p>
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								<p>This works great for opaque things but it fails for transparent things.</p>
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								<p>The solution is to sort transparent things and draw the stuff in back before
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								drawing the stuff in front. THREE.js does this for objects like <a href="/docs/#api/en/objects/Mesh"><code class="notranslate" translate="no">Mesh</code></a> otherwise
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								the very first example would have failed between cubes with some cubes blocking
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								out others. Unfortunately for individual triangles shorting would be extremely slow. </p>
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								<p>The cube has 12 triangles, 2 for each face, and the order they are drawn is 
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								<a href="custom-buffergeometry.html">the same order they are built in the geometry</a>
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								so depending on which direction we are looking the triangles closer to the camera
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								might get drawn first. In that case the triangles in the back aren't drawn.
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								This is why sometimes we don't see the backs.</p>
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								<p>For a convex object like a sphere or a cube one kind of solution is to add
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								every cube to the scene twice. Once with a material that draws
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								only the back facing triangles and another with a material that only
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								draws the front facing triangles.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, x, y, z) {
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								+  [THREE.BackSide, THREE.FrontSide].forEach((side) => {
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								    const material = new THREE.MeshPhongMaterial({
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								      color,
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								      opacity: 0.5,
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								      transparent: true,
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								+      side,
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								    });
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						|
								
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								    const cube = new THREE.Mesh(geometry, material);
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								    scene.add(cube);
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						|
								
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								    cube.position.set(x, y, z);
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								+  });
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								}
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								</pre>
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								<p>Any with that it <em>seems</em> to work.</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-doubleside-hack.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/transparency-doubleside-hack.html" target="_blank">click here to open in a separate window</a>
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								</div>
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						|
								
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								<p></p>
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								<p>It assumes that the three.js's sorting is stable. Meaning that because we
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								added the <code class="notranslate" translate="no">side: THREE.BackSide</code> mesh first and because it's at the exact same
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								position that it will be drawn before the <code class="notranslate" translate="no">side: THREE.FrontSide</code> mesh.</p>
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								<p>Let's make 2 intersecting planes (after deleting all the code related to cubes).
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								We'll <a href="textures.html">add a texture</a> to each plane.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const planeWidth = 1;
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								const planeHeight = 1;
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								const geometry = new THREE.PlaneGeometry(planeWidth, planeHeight);
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								const loader = new THREE.TextureLoader();
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						|
								
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								function makeInstance(geometry, color, rotY, url) {
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								  const texture = loader.load(url, render);
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								  const material = new THREE.MeshPhongMaterial({
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								    color,
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								    map: texture,
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								    opacity: 0.5,
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								    transparent: true,
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								    side: THREE.DoubleSide,
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								  });
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						|
								
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								  const mesh = new THREE.Mesh(geometry, material);
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								  scene.add(mesh);
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						|
								
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								  mesh.rotation.y = rotY;
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								}
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						|
								
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								makeInstance(geometry, 'pink',       0,             'resources/images/happyface.png');
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								makeInstance(geometry, 'lightblue',  Math.PI * 0.5, 'resources/images/hmmmface.png');
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								</pre>
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								<p>This time we can use <code class="notranslate" translate="no">side: THREE.DoubleSide</code> since we can only ever see one
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								side of a plane at a time. Also note we pass our <code class="notranslate" translate="no">render</code> function to the texture
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								loading function so that when the texture finishes loading we re-render the scene.
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								This is because this sample is <a href="rendering-on-demand.html">rendering on demand</a>
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								instead of rendering continuously.</p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
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								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-intersecting-planes.html"></iframe></div>
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								  <a class="threejs_center" href="/manual/examples/transparency-intersecting-planes.html" target="_blank">click here to open in a separate window</a>
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						|
								</div>
							 | 
						|
								
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								<p></p>
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								<p>And again we see a similar issue.</p>
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								<div class="threejs_center"><img src="../resources/images/transparency-planes.png" style="width: 408px;"></div>
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								<div class="threejs_center">half a face is missing</div>
							 | 
						|
								
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								<p>The solution here is to manually split the each pane into 2 panes
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								so that there really is no intersection.</p>
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								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, rotY, url) {
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								+  const base = new THREE.Object3D();
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								+  scene.add(base);
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								+  base.rotation.y = rotY;
							 | 
						|
								
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								+  [-1, 1].forEach((x) => {
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								    const texture = loader.load(url, render);
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								+    texture.offset.x = x < 0 ? 0 : 0.5;
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								+    texture.repeat.x = .5;
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								    const material = new THREE.MeshPhongMaterial({
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								      color,
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								      map: texture,
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								      opacity: 0.5,
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						|
								      transparent: true,
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						|
								      side: THREE.DoubleSide,
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						|
								    });
							 | 
						|
								
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								    const mesh = new THREE.Mesh(geometry, material);
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								-    scene.add(mesh);
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								+    base.add(mesh);
							 | 
						|
								
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								-    mesh.rotation.y = rotY;
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						|
								+    mesh.position.x = x * .25;
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						|
								  });
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						|
								}
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						|
								</pre>
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								<p>How you accomplish that is up to you. If I was using modeling package like
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								<a href="https://blender.org">Blender</a> I'd probably do this manually by adjusting
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								texture coordinates. Here though we're using <a href="/docs/#api/en/geometries/PlaneGeometry"><code class="notranslate" translate="no">PlaneGeometry</code></a> which by
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								default stretches the texture across the plane. Like we <a href="textures.html">covered
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								before</a> By setting the <a href="/docs/#api/en/textures/Texture#repeat"><code class="notranslate" translate="no">texture.repeat</code></a>
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								and <a href="/docs/#api/en/textures/Texture#offset"><code class="notranslate" translate="no">texture.offset</code></a> we can scale and move the texture to get
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								the correct half of the face texture on each plane.</p>
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								<p>The code above also makes a <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> and parents the 2 planes to it.
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								It seemed easier to rotate a parent <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a> than to do the math
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								required do it without. </p>
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								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-intersecting-planes-fixed.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/transparency-intersecting-planes-fixed.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>This solution really only works for simple things like 2 planes that
							 | 
						|
								are not changing their intersection position.</p>
							 | 
						|
								<p>For textured objects one more solution is to set an alpha test.</p>
							 | 
						|
								<p>An alpha test is a level of <em>alpha</em> below which three.js will not
							 | 
						|
								draw the pixel. If we don't draw a pixel at all then the depth
							 | 
						|
								issues mentioned above disappear. For relatively sharp edged textures
							 | 
						|
								this works pretty well. Examples include leaf textures on a plant or tree
							 | 
						|
								or often a patch of grass.</p>
							 | 
						|
								<p>Let's try on the 2 planes. First let's use different textures.
							 | 
						|
								The textures above were 100% opaque. These 2 use transparency.</p>
							 | 
						|
								<div class="spread">
							 | 
						|
								  <div><img class="checkerboard" src="../examples/resources/images/tree-01.png"></div>
							 | 
						|
								  <div><img class="checkerboard" src="../examples/resources/images/tree-02.png"></div>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p>Going back to the 2 planes that intersect (before we split them) let's
							 | 
						|
								use these textures and set an <a href="/docs/#api/en/materials/Material#alphaTest"><code class="notranslate" translate="no">alphaTest</code></a>.</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function makeInstance(geometry, color, rotY, url) {
							 | 
						|
								  const texture = loader.load(url, render);
							 | 
						|
								  const material = new THREE.MeshPhongMaterial({
							 | 
						|
								    color,
							 | 
						|
								    map: texture,
							 | 
						|
								-    opacity: 0.5,
							 | 
						|
								    transparent: true,
							 | 
						|
								+    alphaTest: 0.5,
							 | 
						|
								    side: THREE.DoubleSide,
							 | 
						|
								  });
							 | 
						|
								
							 | 
						|
								  const mesh = new THREE.Mesh(geometry, material);
							 | 
						|
								  scene.add(mesh);
							 | 
						|
								
							 | 
						|
								  mesh.rotation.y = rotY;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								-makeInstance(geometry, 'pink',       0,             'resources/images/happyface.png');
							 | 
						|
								-makeInstance(geometry, 'lightblue',  Math.PI * 0.5, 'resources/images/hmmmface.png');
							 | 
						|
								+makeInstance(geometry, 'white', 0,             'resources/images/tree-01.png');
							 | 
						|
								+makeInstance(geometry, 'white', Math.PI * 0.5, 'resources/images/tree-02.png');
							 | 
						|
								</pre>
							 | 
						|
								<p>Before we run this let's add a small UI so we can more easily play with the <code class="notranslate" translate="no">alphaTest</code>
							 | 
						|
								and <code class="notranslate" translate="no">transparent</code> settings. We'll use lil-gui like we introduced
							 | 
						|
								in the <a href="scenegraph.html">article on three.js's scenegraph</a>.</p>
							 | 
						|
								<p>First we'll make a helper for lil-gui that sets every material in the scene
							 | 
						|
								to a value</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class AllMaterialPropertyGUIHelper {
							 | 
						|
								  constructor(prop, scene) {
							 | 
						|
								    this.prop = prop;
							 | 
						|
								    this.scene = scene;
							 | 
						|
								  }
							 | 
						|
								  get value() {
							 | 
						|
								    const {scene, prop} = this;
							 | 
						|
								    let v;
							 | 
						|
								    scene.traverse((obj) => {
							 | 
						|
								      if (obj.material && obj.material[prop] !== undefined) {
							 | 
						|
								        v = obj.material[prop];
							 | 
						|
								      }
							 | 
						|
								    });
							 | 
						|
								    return v;
							 | 
						|
								  }
							 | 
						|
								  set value(v) {
							 | 
						|
								    const {scene, prop} = this;
							 | 
						|
								    scene.traverse((obj) => {
							 | 
						|
								      if (obj.material && obj.material[prop] !== undefined) {
							 | 
						|
								        obj.material[prop] = v;
							 | 
						|
								        obj.material.needsUpdate = true;
							 | 
						|
								      }
							 | 
						|
								    });
							 | 
						|
								  }
							 | 
						|
								}
							 | 
						|
								</pre>
							 | 
						|
								<p>Then we'll add the gui</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gui = new GUI();
							 | 
						|
								gui.add(new AllMaterialPropertyGUIHelper('alphaTest', scene), 'value', 0, 1)
							 | 
						|
								    .name('alphaTest')
							 | 
						|
								    .onChange(requestRenderIfNotRequested);
							 | 
						|
								gui.add(new AllMaterialPropertyGUIHelper('transparent', scene), 'value')
							 | 
						|
								    .name('transparent')
							 | 
						|
								    .onChange(requestRenderIfNotRequested);
							 | 
						|
								</pre>
							 | 
						|
								<p>and of course we need to include lil-gui</p>
							 | 
						|
								<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from 'three';
							 | 
						|
								import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
							 | 
						|
								+import {GUI} from 'three/addons/libs/lil-gui.module.min.js';
							 | 
						|
								</pre>
							 | 
						|
								<p>and here's the results</p>
							 | 
						|
								<p></p><div translate="no" class="threejs_example_container notranslate">
							 | 
						|
								  <div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/transparency-intersecting-planes-alphatest.html"></iframe></div>
							 | 
						|
								  <a class="threejs_center" href="/manual/examples/transparency-intersecting-planes-alphatest.html" target="_blank">click here to open in a separate window</a>
							 | 
						|
								</div>
							 | 
						|
								
							 | 
						|
								<p></p>
							 | 
						|
								<p>You can see it works but zoom in and you'll see one plane has white lines.</p>
							 | 
						|
								<div class="threejs_center"><img src="../resources/images/transparency-alphatest-issues.png" style="width: 532px;"></div>
							 | 
						|
								
							 | 
						|
								<p>This is the same depth issue from before. That plane was drawn first
							 | 
						|
								so the plane behind is not drawn. There is no perfect solution.
							 | 
						|
								Adjust the <code class="notranslate" translate="no">alphaTest</code> and/or turn off <code class="notranslate" translate="no">transparent</code> to find a solution
							 | 
						|
								that fits your use case.</p>
							 | 
						|
								<p>The take way from this article is perfect transparency is hard. 
							 | 
						|
								There are issues and trade offs and workarounds.</p>
							 | 
						|
								<p>For example say you have a car.
							 | 
						|
								Cars usually have windshields on all 4 sides. If you want to avoid the sorting issues
							 | 
						|
								above you'd have to make each window its own object so that three.js can
							 | 
						|
								sort the windows and draw them in the correct order.</p>
							 | 
						|
								<p>If you are making some plants or grass the alpha test solution is common.</p>
							 | 
						|
								<p>Which solution you pick depends on your needs. </p>
							 | 
						|
								
							 | 
						|
								        </div>
							 | 
						|
								      </div>
							 | 
						|
								    </div>
							 | 
						|
								  
							 | 
						|
								  <script src="/manual/resources/prettify.js"></script>
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								  <script src="/manual/resources/lesson.js"></script>
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