title: Threejs blending with opacity
body: <p>I want to use <code>THREE.AdditiveBlending</code> and <code>THREE.SubtractiveBlending</code> blending on a material that I am fading onto a scene.</p>
  <p>Eg:</p>
  <pre><code>fieldFader.material.blending = THREE.SubtractiveBlending
  fieldFader.material.color = new THREE.Color(colorInverse3)
  fieldFader.material.opacity = 0
  await tweenOpacity(fieldFader.material, { opacity: 1 }, timeToTween)
  </code></pre>
  <p><em>Note: the tweenOpacity function simply tweens the opacity of the material from 0 to 1 over time <code>timeToTween</code> and is updated in my render loop</em></p>
  <p>However, when I do this, at the point of starting (0 opacity), I DESIRE to for NO BLENDING to take place, then as I tween the opacity to 1, then 100% of the blending subtraction would be applied.</p>
  <p>See the pictures for an example:<a href="https://i.stack.imgur.com/jsQcG.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/jsQcG.jpg" alt="blending example" /></a></p>
  <p>It would be great if I could be pointed in the right direction as to how to achieve this, but also to better understanding the problem so I can code with it for effectively.</p>
  <p>One option that I will look at it so tween the colours rather than the opacity.</p>