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Transparent surfaces after FBX Import
Hi. I hope someone here will help me. I have big 3D model created in 3ds Max. After exporting whole model to FBX and importing into Unity, there are some transparent surfaces on some objects. But not completely transparent...it depends on camera view angle. From different angle, problematic surfaces become correct and other become transparent. I thought it is because of normals orientation, but in 3ds max every normal is oriented correctly. I have tried different export options, but with the same result. Thanks for any answer.
Answer by J-F · Mar 22, 2015 at 04:59 PM
if its about normals on your models facing the wrong way. In your model import settings under normals&tangents make sure that the normals are set to "calculate" instead of import.
If the surfaces are ment to be looked at from both sides you can search for a double sided shader or just duplicate the whole surface and flip its normals.
Also the materials might have been duplicated for some reason. Try changing increasing the material size number in your mesh renderer to 2 and put a blank material into the second slot.
Tell me if that helps.
Hi there. can you help me? i'm working with my AR project in unity. I used 3Ds max to develop my 3D object. after i export to AR for Android, my 3D objects become transparent. you know how to fix it?
After changing normals and tangents to calculate still model looking transparent from some angles. Still same problem.
Answer by hchattaway · Mar 22, 2015 at 03:34 PM
I had the same problem and if i selected the transparent object, the selected "Standard Shader" for the shader and then selected the Render Mode to be "Opaque", it fixed it... but there has to be a better, automatic way... this is not practical with large numbers of these objects.
Hi there. can you help me? i'm working with my AR project in unity. I used 3Ds max to develop my 3D object. after i export to AR for Android, my 3D objects become transparent. you know how to fix it?
Answer by IntR · May 25, 2014 at 10:38 AM
I have the same issue after importing object in .fbx format or directly .c4d format from Cinema 4D.
Anybody faced that issue?
Please do not post comments on the question as answers. There is a “add new comment” button below the question for additional conversation such as yours.
Answer by IntR · May 25, 2014 at 10:38 AM
I have the same issue after importing object in .fbx format or directly .c4d format from Cinema 4D.
Anybody faced that issue?
Answer by Er_ellison · Oct 21, 2017 at 09:08 AM
i work with maya and i'm not familiar with 3ds max BUT i had this problem when i just exported my mesh to mudbox for texturing , you know what is the problem ????
The Problem is when you create your model you do some extrudes , right ? Now in maya there is a option called TWO SIDE LIGHTING and whenever you check that you see that some faces are reversed , and are black , i think that may be you should search for that in 3ds max and find it to see what faces of your mesh are reversed !!!
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