What happens if you export the model (e.g. to glTF) and upload it to a different WebGL viewer (e.g. Sketchfab or https://gltf-viewer.donmccurdy.com/. The latter one uses plain three.js.)? It would be interesting to know if you encounter the same transparency artifacts.
It happens to me when I use MeshPhysicalMaterial in threejs with some non zero roughness value. The culprit behind my issue was an unsupported shader_texture_lod extension on my browser.
Same skull and it has the same artifacts for transparency.
I think this is a three.js issue not Clara even through the Clara guys have disappeared on me
if I put my thinking rendering cap on I might see two issues:
Some depth sort algorithm for some of the triangles fails and they are thrown out or not processed. Since this happens only when multiple surface are queued on top of each other.
Normals are in the wrong direction somehow flipped
Now the question is what to do? Call who or what is the process for getting this fixed.
Sketchfab does not use three.js. I guess it’s in general difficult to handle transparency (and self-transparency) in WebGL. I actually don’t know if it’s even possible to solve this with WebGL.
Have you considered to try a different model with just one surface?
This is really bizarre. I think the code is really sophisticated for handling this case, it is a little bug with some materials setting or … something minor which has this huge artefact.
But I have seen many examples of such solids rendered by three.js folk and they are magnificent, I just do not know what the issue is or who to report to.
I suspect that the normals are mishandled for the closed surfaces in order to preserve the orientation, which you do not need to do with sheets. At that not all normals.
I tell you this when I put this in front of medical professionals they barf.
So we need to fix this for us to use three.js for medical apps.
I cannot make heads and tails out of the organization for all these community, so please be patient with me and help me find the proper community to post this question.
When you dissect a bone, you get a solid volume of bone, not two-sided or one-sided mesh. Modern naive 3d rendering on computers is usually in the form of 2d triangles arranged in space because it is performant to do so (for games, etc), but it is often of interest to the medical community (and other branches of science and tech) to render from volumetric models. I don’t really know how clara.io works I’m pretty sure they only handle files that are collections of vertices? Yes? Which is not what you want.
Three.js has had loaders programmed for a large number of different model types (check the examples), at least one of which is used for medical / scientific visualization: https://threejs.org/examples/webgl_loader_nrrd.html , as you can see, it’s a little bit primative but it is handling the 3d-ness of the data in a more substantial way. I don’t know if this format would fit your needs, however, as it still doesn’t seem to handle pass-through properly.
I don’t know what to say. I’ve seen volumetric rasterization done in the form of GPU demos, and obviously it’s also done using proprietary tech in the field (such as model viewers for CAT scans) but I haven’t seen much of this stuff in the open source community. Or maybe not, this kind of rendering is really cool and I’d be surprised if there wasn’t a higher demand!