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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That's good of you. I doubt I'd be able to make sense of it though, heh. For now I'm going to start with something crude, aping traditional design apps by setting render order according to hierarchy position. So higher in hierarchy = higher in transparency stack.
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Cool, would be interested to see what you come up with :)
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Also at least in CSS the depth values are pre determined via z-index or whatever.
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Not when 3D transforms are involved.
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