Using full_3d and test_3d is quite intuitive once it clicks. Can we have a reset_3d option too, to clear the depth buffer?
I’d like to use more than one mask - first one masking one set of 3D objects, the second one masking a different set. It’d make for some incredibly cool effects: you could have two portals next to each other, and depending on which you were looking through, the objects behind could be different:
You could do that ole’ portal cube thing; a glass 3D cube in front of you, but depending on which side you’re looking through, it’s a different world inside. Or walk around an object and see different overlays as your view changes.
The way things seem to work: object order in the hierarchy is the order things are rendered in, but the fact 3D objects can be occluded by nearer objects even though they were rendered afterwards suggests there’s a depth / z-buffer being used to keep track of pixel depths.
Can we have a way to reset that please? Then we could have
— group_a_Square_mask [full_3d]
— some_3D_stuff [test_3d]
- a_big_old_plane [reset_3d] <<<< wooo
- group b
— group_b_Square_mask [full_3d]
— some_different_3D_stuff [test_3d]
Once group_a is rendered, we can throw out the depth data so far and just render group_b to the buffer in the same way. Obviously there’s the danger that if we don’t set up our masks correctly the result may not look right - regardless of where the objects in group_b are in 3D space, they’ll get drawn over the top of group_a - but even that could make for interesting overlay effects if done right.
I thought this may be possible already by dropping an overlay layer in between my groups, but it doesn’t seem to work. Or maybe I tried it wrong.
Thoughts? I may not be understanding what’s going on behind the scenes, but if this is possible it would be incredibly powerful…