Going from 2D and (pre-rendered) 3D design to real time 3D (e.g. Three.js, Unity), the most surprising thing has been transparency. Something we mostly take for granted in PS, C4D, etc... that turns out to be wickedly hard to do in a one-size-fits-all, performant way, in RT 3D.
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I found some interesting proof of concept examples for the various OIT methods (e.g. depth peeling, weighted blending). This repo, for example: https://github.com/candycat1992/OIT_Lab … Dithered alphas also sound promising (and relatively VR friendly, I understand). =
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Dithered/stippled alpha is very common in deferred renderers these days. Unreal does that, for example, as does whatever renderer Nintendo used for Mario Odyssey. Unreal does a level of postprocessing to try to hide the stippling although that leads to some interesting artifacts.
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lol whaaaaaaaaaat gpus are buckwild
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