I have been using Blender VR to view 3D models on OpenXR. I am using AR on the sample Android client.
I had 2 questions:
1) All objects are semi-transparent. How can I make it appear fully solid? I suspect there is some issue around alpha channels and rendering on both left and right views, but I don’t know how to resolve this.
2) The 3D objects I render are frequently too large. It is a matter of trial and error for me to figure out how small I should resize my assets. Is there a reference for which I should be scaling my 3D models against?
Thank you.
On further investigation, I have found that parts of the model which are directly lit in the viewport by a light source are rendered. It seems that unlit parts of the 3D model are treated as having an alpha value of 0 in AR mode, so it looks transparent.
I am still unsure how to make the full object visible.
I could not resolve this issue. However, I have found that using Unity’s built-in OpenXR view mode inside the editor is a much more robust experience and does not have the alpha channel issue.
The transparency issue happens in Unreal Engine too in my case. I tried different options but nothing corrects it. Any idea why it happens or how to make it work in Unreal ?..