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Android Studio (ARcore + Sceneform)

I’m just starting out in AR and using Android Studio(ARCore + Sceneform). Using maya to export a FBX file with embedded media checked. Using a blinn for some of the objects body and a semitransparent shader to represent glass. The issue I’m running into is the semitransparent shader is showing up 100% opaque in AR. I tried the following:

  1. Blinn shader, made it semi-transparent by sliding the ‘Transparency attribute’ slider to the center (gray). In Maya it looks great, I export FBX load it into Android Studio use my phone to AR and nope, it’s 100% opaque.

  2. Blinn, Driving transparencies using a texture with gray values in the ‘Transparency attribute’ using a file texture. Again this doesn’t work.

  3. Blinn, a PNG file with some transparent areas in the ‘Transparency attribute’ using a file texture. Again same issue, no transparency.

Is building shaders in maya a bad idea? If so what would be a better alternative that translates correctly? Also I just found out about the Stingray PBS shader. Will this be the best option in maya to use with ARCore + Sceneform?

Thank you for any help / direction.

Enable developer options and USB debugging on your device.
Connect your device to your development machine.
In the Unity Build Settings window, click Build and Run. …
Move your device around until ARCore starts detecting and visualizing planes.
Tap a plane to put an Andy Android object on it.

Are you saying I should use Unity over Maya to build out the shaders needed? So if I make a semitransparent shader in unity that will translate correctly?