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

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Author Topic: PNG Support added to Build 1118, October 19, 2014  (Read 10297 times)

Raxx

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #30 on: October 25, 2014, 12:53:05 am »

It seems builds 1121 and 1118 don't even notify me of missing textures. No delays, of course ;)
« Last Edit: October 25, 2014, 12:59:10 am by Raxx »
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cooldude234

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #31 on: October 25, 2014, 08:27:28 pm »

Ah I see, now I get it. I was trying to use the alpha mode under trans texture, I didn't realize you had to set it under diffuse.
But now I question, is there a better way to lay this out to make it more clear.
Alpha under diffuse and diffuse as alpha seems a little confusing and I can see some people not getting it.
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Steve

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #32 on: October 25, 2014, 11:01:58 pm »

cooldude234: There are two ways to utilize transparency in textures.

1. For a RGBA diffuse texture you can use it as the diffuse texture and set the Alpha Mode to Final. This will use the RGB components for the diffuse color and the A component for transparency. By using both a diffuse color and a diffuse RGBA texture you can achieve 9 different effects. The most useful is Blend Mode = Decal and Alpha Mode = Final which is what I think that you want here. See http://www.anim8or.com/smf/index.php/topic,4985.msg36548.html#msg36548.

2. If you don't have an RGBA texture or don't want to use a texture for the diffuse color, you can use a Transparency texture. If there is a diffuse texture, set it's Alpha Mode to None. Then add a Transparency texture. The RGB components will be averaged for the alpha value.

Note: You can set the diffuse texture's alpha mode to something other than None when you have a transparent texture as well to achieve other effects but they aren't really that different or useful and can be inconsistent between renderers (though I may someday come up with some useful additional combinations and support them consistently through).
« Last Edit: October 25, 2014, 11:03:24 pm by Steve »
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cooldude234

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #33 on: October 26, 2014, 02:13:54 am »

Well that's not what I meant. I meant that is was confusing to have an alpha setting in the diffuse options, and then have even more alpha settings in the trans map options (which is essentially an alpha map).
So you have an Alpha channel for your diffuse, but then you have your alpha for your transparency.
It the having of options that are essentially the same by definition by different by result/technique that I think is the confusing part.
And I was just wondering if there was a way of redoing the GUI for your texture options and your different types of textures to fix this.

I'd also like to note at this point that I think anim8or could benefit with having a less limited material editor. I like the use of layered effects and properties like in that of Carrara.

This way you could choose what you want, and what you want to be a priority in the texturing process (you can have multiple textures on the same material).
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Steve

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #34 on: October 26, 2014, 10:11:09 pm »

Raxx:
Quote
in 1122 build ... it seems to take a good 30 seconds or more between each texture not found notification.
Quote
It seems builds 1121 and 1118 don't even notify me of missing textures.

#098-040 - Erratic behavior when loading a project with missing textures.

There's a bug in the code that searches sub-directories of the texture directory for images. It's fixed for the next build.

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thecolclough

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #35 on: January 21, 2015, 09:56:28 pm »

this will be hugely helpful for doing multi-plate compositing work in Sony Vegas.  Vegas handles transparency so much better when it's integrated into the same file as the RGB data, e.g. the way PNGs do it.  i'll try and remember to post a test video once bug #098-039 is fixed.

i made the video several weeks ago... and then forgot to upload it.  clever me.  ::)

so, here you go.  can you spot the post-production video filters?

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