Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Pages: 1 ... 8 9 [10] 11 12 ... 46

Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 126054 times)

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #135 on: October 17, 2014, 11:21:46 pm »

ClassicTyler: Can you send me a simplified project? For example, delete everything but the smoke and the top part of the chimney. I also need the smoke texture file (or something similar that shows the same problem.)
Logged

ClassicTyler

  • Jr. Member
  • **
  • Posts: 57
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #136 on: October 18, 2014, 12:54:06 am »

I'll be happy to do that.
Also, in the newest build, when you group objects, then ungroup them, it crashes the program. I tried it three times and it did it all three. Hopefully it's not just me.



Observatory_Smoke is, of course, the smoke.
Observatory_Bush_Alpha is the transmap it uses. (It uses the same alpha as my low-res bush lol)

Hopefully you can recreate the problem.
Logged

ClassicTyler

  • Jr. Member
  • **
  • Posts: 57
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #137 on: October 18, 2014, 01:07:05 am »

Playing with it a bit, I noticed I had a group of objects had already been grouped inside the new set I was trying to "group" and "ungroup".

But you should probably still know about that. :P
Logged

kreator

  • Hero Member
  • *****
  • Posts: 1113
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #138 on: October 18, 2014, 05:37:56 am »

ClassicTyler: Some fundamental errors with your file, in the texture department if you use a transmap you just stick it in the texture transparency slot at 100 there is no need to add transparency of 0.5 in the main section its conflicting, no need to add ambient texture either. Positioning of the smoke is crucial as well.

See render that I did below
Logged
O

ClassicTyler

  • Jr. Member
  • **
  • Posts: 57
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #139 on: October 18, 2014, 04:27:47 pm »

I appreciate the help but my issue is that the smoke itself ALSO needs to be transparent. I think you may have answered that it's not possible on the Facebook group but maybe Steve could find a way?
Logged

Raxx

  • Administrator
  • Hero Member
  • *****
  • Posts: 1446
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #140 on: October 18, 2014, 06:13:00 pm »

I agree that the Trans parameter of the material should also affect the material even with a transparency map applied, an effect compounded on the visible parts of the trans map.

A solution for now would be to darken the trans texture so that the white is more gray. This would make it see-through.
« Last Edit: October 18, 2014, 06:15:26 pm by Raxx »
Logged

ClassicTyler

  • Jr. Member
  • **
  • Posts: 57
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #141 on: October 18, 2014, 07:42:08 pm »

Oh! I didn't even think about that. I guess the world's not so black and white. ;)

Thanks for the help. I'll use that now until a better solution is made.

EDIT:
Below is the result. This area is lowpoly/low-res because it's a background area. However, with the "Smoke" behind the puff you can see the plan worked. Thanks again to those who help. And thanks to Steve again for working so hard. I'm sure he'll find a way to make transparency like this easier.

And as I get more work done I'll be happy to show more!
« Last Edit: October 18, 2014, 07:56:33 pm by ClassicTyler »
Logged

Trevor

  • Full Member
  • ***
  • Posts: 156
  • Goldfinger64 Dev OS:10.0.16363 Gfx:RX480 Loc:UK
    • View Profile
    • LS Tech Services
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #142 on: October 19, 2014, 12:50:57 am »

This issue can be solved by setting the transparency to 0 and then setting the transmap to 50 (or whatever percentage you want)
You will only see the bounding box in the OGL workspace but it will render correctly.
If you need to export the model then apply the same percentage to the transparency value (e.g. 0.5) and export for compatability with other modelers/games

Trev
« Last Edit: October 19, 2014, 12:58:08 am by Trevor »
Logged

Steve

  • Administrator
  • Hero Member
  • *****
  • Posts: 1520
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #143 on: October 19, 2014, 11:34:16 pm »

Yes, you should use a material transparency of 1 because that uses 100% of the transparency from the texture. With this setting the scanline and ray-trace renders work correctly with your texture. However the OpenGL code doesn't show the smoke at all.  I'll fix that.

#098-038 - OpenGL transparency textures don't show.

Logged

Kyle

  • Full Member
  • ***
  • Posts: 184
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #144 on: October 20, 2014, 05:47:44 am »

Kyle: Does these always happen, or only occasionally? If you can send me an example I'd appreciate it. A simple one is best :-)  And nice pic!

Thanks. Sorry about the late reply. For a while I was trying to replicate the hiding glitch and was starting to wonder if I imagined the whole thing, but I stumbled on it again. Though again, this file is far from simple.  I have not yet been able to recreate it yet in a simpler example.  (I'm using using yesterday's build at the moment)

In this example this chair is set to layer 2. Toggling it hides and reveals as it should. But when I disable layer 0 it hides it as well.

« Last Edit: October 20, 2014, 06:26:43 am by Kyle »
Logged

Kyle

  • Full Member
  • ***
  • Posts: 184
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #145 on: October 20, 2014, 07:12:43 pm »

Kyle: Are there any groups in your example? I'm still not able to reproduce it with just two objects.
The chair is a group, yes.
Logged

kreator

  • Hero Member
  • *****
  • Posts: 1113
  • Anim8or, Blender, & Carrara. A Great Combination!
    • View Profile
    • Anim8orWorld
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #146 on: October 20, 2014, 07:39:48 pm »

Ron: Theres no light thru transparency if you are using ART still get the block shadow cast with a plane

First attachment is with ART and two local lamps.

Second attachment is in scanline same lamps.

Have to use care when positioning planes, otherwise in my case, you get the middle one showing the planes outline! :o

« Last Edit: October 20, 2014, 07:42:04 pm by kreator »
Logged
O

cooldude234

  • Sr. Member
  • ****
  • Posts: 901
  • You know what I realized, I dont have an avatar :\
    • View Profile
Re: Current Development Release - Build 1115, October 7, 2014
« Reply #147 on: October 20, 2014, 08:09:34 pm »

Have to use care when positioning planes, otherwise in my case, you get the middle one showing the planes outline! :o
You need to have the specular map set to the same as the transparency map (or the alpha channel in this case!).
But the problem is that if you use the png in the specular mapping it may also choose to use the colour channels as well.
So I think the solution to this problem would be to have an option in the surface texture editor to use colour or alpha channels or both when loading a png (like have a radio button for the three choices).
I can't see that being something too hard, as I assume Steve is binding and loading the textures to the vram manually through Opengl (loading the array of pixels -> calling opengl to load to vram). I don't see any image handling libraries specifically for OpenGL in anim8or so that's why I assume.
Logged

neirao

  • Sr. Member
  • ****
  • Posts: 569
  • Neirao
    • View Profile
Re: Current Development Release - Build 1118, October 19, 2014
« Reply #148 on: October 20, 2014, 10:53:56 pm »

only for help..again my olds tutorials for FIRE AND SMOKE in ray tracer mode!!  :D


links full tutors:
http://www.anim8or.com/smf/index.php?topic=2939.0
http://www.anim8or.com/smf/index.php/topic,1805.msg13341.html#msg13341
 8)
Logged

Trevor

  • Full Member
  • ***
  • Posts: 156
  • Goldfinger64 Dev OS:10.0.16363 Gfx:RX480 Loc:UK
    • View Profile
    • LS Tech Services
Re: Current Development Release - Build 1118, October 19, 2014
« Reply #149 on: October 22, 2014, 06:16:04 pm »

"you should use a material transparency of 1 because that uses 100% of the transparency from the texture"

This is fine so long as you model with Seperate colour/alpha textures.

If you model with single textures (to maintain constraints for old HW such as the N64) then the use of material alpha with a 1bit alphamap is definatly required.

E.g. One texture mode for the N64 is 4Bit Greyscale (I/A) where the 4Bit grey colour is copied to the alpha chanell.
So, for text, I would use a 4Bit IA type, if I have the texture as opaque then it is simply shows a black box with white text on it.
If I set it to transparent then it should work with the texture copied to the transparency map.
if I wanted the text to be further transparent I would set the mtl alpha to .5

This method does not work as shown above, the only way to simulate it is to set the mtl alpha to 0 and then set the transmap to 50.


The good news is that anything requiring 1bit alpha (selected in texture mode - Darken, Alpha Mode Final) works fine with mtl alpha.

Trev

P.S. Oh New Build, testing...

doh... looks like im stuck with 1103
« Last Edit: October 22, 2014, 06:18:38 pm by Trevor »
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 46