I am trying to write a small program in Three.js that displays two spheres, one inside the other. The radius of sphere2 is supposed to oscillate between 0.5 and 1.5 while the radius of sphere1 is always 1.0. Each sphere is transparent (opacity: 0.5) so that it would be possible to see the smaller sphere contained in the larger one. Of course the roles of "smaller" and "larger" change as the radius of sphere2 varies.
The problem now is that Three.js makes transparent the first sphere I define in my program but not the second one. If I define first sphere1 then it becomes transparent but then sphere2 is completely opaque. If I define first sphere2 then this is the transparent one. The order of adding them to the scene plays no role.
I include below a minimal program that shows what is going on (without the animation). In its current state only sphere1 is visible and it is not transparent. If I define sphere1 before sphere2 then sphere1 becomes transparent but sphere2 is no longer transparent. Changing sphere2's radius to 1.2 will then hide sphere1.
Is there any way to make both spheres transparent?
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 3);
camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);
var ambient = new THREE.AmbientLight( 0x555555 );
scene.add(ambient);
var light = new THREE.DirectionalLight( 0xffffff );
light.position = camera.position;
scene.add(light);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// Definition 2
var geometry2 = new THREE.SphereGeometry(0.8,32,24);
var material2 = new THREE.MeshLambertMaterial({color: 0x0000ff, transparent: true, opacity: 0.5});
var sphere2 = new THREE.Mesh(geometry2, material2);
// Definition 1
var geometry1 = new THREE.SphereGeometry(1.0,32,24);
var material1 = new THREE.MeshLambertMaterial({color: 0x00ff00, transparent: true, opacity: 0.5});
var sphere1 = new THREE.Mesh(geometry1, material1);
scene.add(sphere1);
scene.add(sphere2);
renderer.render(scene, camera);