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[Feature request] Abrupt visibility switching between models instead of proper per-splat occlusion #331

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RobLinkA opened this issue Dec 11, 2024 · 2 comments

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@RobLinkA
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Current behavior:
When multiple models are placed in the scene, their visibility relationship switches abruptly as a whole based on camera angle, rather than having proper per-splat occlusion. This creates unrealistic and jarring visual effects.

Steps to reproduce:

  1. Import two models that spatially intersect (e.g., a character model and a vessel)
  2. Slightly rotate the camera angle
  3. Observe how the entire model suddenly switches between being fully visible or fully occluded

Example scenario (see attached screenshots):

  • Screenshot 1: The character model is completely visible in front of the vessel
  • Screenshot 2: After a minor camera rotation, the same character model is completely occluded behind the vessel
  • This binary switching occurs instead of proper partial occlusion where models intersect

Expected behavior:

  • Splats from different models should be sorted and rendered based on their actual 3D positions
  • Parts of a model that are spatially behind another model should be occluded
  • Parts of the same model that are spatially in front should remain visible
  • This occlusion should be continuous and smooth as the camera moves

Impact:

  • Makes it extremely difficult to position models accurately
  • Creates unrealistic visualization where models intersect
  • Requires constant camera adjustment to check spatial relationships
  • Significantly hampers workflow when creating complex scenes
    The character model is completely visible in front of the vessel
    The character model is completely occluded behind the vessel
@RobLinkA RobLinkA changed the title CopyBug: Abrupt visibility switching between models instead of proper per-splat occlusion [Feature request] Abrupt visibility switching between models instead of proper per-splat occlusion Dec 11, 2024
@slimbuck
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Hi @RobLinkA ,

This is a top priority for us as well. Unfortunately it will take some work to implement, but we will hopefully get it done early next year.

@RobLinkA
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Great! Looking forward to it!

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