Shadows not taking alpha mask into account

I have a model with some transparent areas in the texture, but the shadows don’t seem to care :slight_smile:

Anyone has a solution to this? I’m a bit lost

here’s without shadows:

here’s what the actual geometry looks like:

any ideas?

Hi!
Seems, this example has the effect you want to achieve, but all it does is set alphaTest: 0.5.

Try it with a custom depth material like in the example mentioned by @prisoner849:

clothTexture would be the diffuse (PNG) texture of your model.

Thanks guys! Totally blanked out on that example, it is exactly what I’m after.

Okay, got it working

One extra thing to watch out for:

when you clone a mesh - it doesn’t retain customDepthMaterial attribute, so you have to be careful about that.

here’s the relevant piece in the source that does Mesh cloning:

again, thanks a bunch!

Hi! I tried this but the result is just…

const popUpBase_mat = new THREE.MeshDepthMaterial( {
    depthPacking: THREE.RGBADepthPacking,
    alphaTest: 0.5
} );

export const hito1_atlas_mat = popUpBase_mat.clone()
hito1_atlas_mat.map = imagesLoader('Hito1_atlas.png')

Why didnt work?
r133