From b51d4d3308b6c07f2b134ce789f5bdd9c6a75a52 Mon Sep 17 00:00:00 2001 From: Anton Palmqvist <13031779+AntonPalmqvist@users.noreply.github.com> Date: Tue, 30 Sep 2025 08:30:51 -0700 Subject: [PATCH] Physical Material Database example: - Updated attenuationDistance so it uses the new "transmissionDepth" attribute from the API instead of "density" --- example/materialDatabase.js | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) diff --git a/example/materialDatabase.js b/example/materialDatabase.js index 00596861..b8ffe9e2 100644 --- a/example/materialDatabase.js +++ b/example/materialDatabase.js @@ -126,7 +126,7 @@ function applyMaterialInfo( info, material ) { // defaults material.color.set( 0xffffff ); material.transmission = 0.0; - material.attenuationDistance = Infinity; + material.attenuationDistance = 1; material.attenuationColor.set( 0xffffff ); material.specularColor.set( 0xffffff ); material.metalness = 0.0; @@ -159,9 +159,15 @@ function applyMaterialInfo( info, material ) { } - // Blender uses 1 / density when exporting volume transmission which doesn't look - // exactly right. But because the scene is 1000x in size we multiply by 1000 here. - material.attenuationDistance = 1000 / info.density; + if ( info.transmissionDepth ) { + + material.attenuationDistance = info.transmissionDepth; + + } else { + + material.attenuationDistance = 1; + + } } else {