Dear Scenekit Experts,
I'm trying to get a material resembling clear glass using PBR. It should be 99% transparent while also very reflective.
Here's some sample code I'm using for my material right now:
lightingModel = .physicallyBased
metalness.contents = UIColor(white: 1.0, alpha: 1.0)
diffuse.contents = UIColor(white: 0.2, alpha: 1.0)
roughness.contents = UIColor(white: CGFloat(0.03), alpha: 1.0)
transparencyMode = .dualLayer
isDoubleSided = true
transparency = 0.2
The problem is that the amount of reflections seem to be affected by the `transparency`, i.e. if I set `transparency = 0.01` the reflections of the scenes environment map are barely visible anymore.
If I on the other hand set `transparency = 0.2` I get some nice reflections, but unfortunately now my whole object is visible, i.e. it looks like a piece of tinted glass (depending on which color I set in `diffuse`).
How can I make it clear , i.e. see-through while still seeing the reflections ?