Thanks for posting this Idea @virtualcitymatt! Here's the link for anyone who's interested in adding their thoughts:
https://community.safe.com/s/idea/0874Q000000LP2FQAW/detail
@virtualcitymatt - I followed up with one of our developers and he looked into this. He still believes that BLEND is the the correct value. However, he's not sure why your data is rendering that way. He was unable to reproduce it, even when using the textures from your output. Would you mind sharing your workspace with us so he can investigate this further?
@virtualcitymatt - I followed up with one of our developers and he looked into this. He still believes that BLEND is the the correct value. However, he's not sure why your data is rendering that way. He was unable to reproduce it, even when using the textures from your output. Would you mind sharing your workspace with us so he can investigate this further?
Hiya @nampreetatsafe , thanks for bringing this to the dev.
I also believe that BLEND is not exactly wrong to output. BLEND would be fine, however, in my experience most real time rendering engines seems to have trouble with it to varying degrees. This is not really the fault of the data at all. And of course BLEND is required with windows.
Here are a few popular viewers which I've tested with various models
https://sandbox.babylonjs.com/
https://gltf-viewer.donmccurdy.com/
and of course with Cesium
In fact, all three seem to handle it differently.
I should also point out that the Blender documentation mention this specifically in this page: https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html?highlight=alpha
"Be aware that transparency (or Alpha Blend mode) is complex for real-time engines to render, and may behave in unexpected ways after export. Where possible, use Alpha Clip mode instead, or place Opaque polygons behind only a single layer of Alpha Blend polygons."
I think the issue here is that one size dose not fit all. I just feel that using BLEND mode will/could result in more issues than using the CUTOFF mode if it was one or the other. Ideally a choice would be the best option. I should also mention that the issue is present in 3DTiles as well (gltf is part of 3Dtiles).
Please find attached a workspace which creates a model where this issue is seen. The issue is worse when there are a lot more textures. For example a complex bim model with a lot of textured surfaces really results in a funky mess.
Cheers
Matt