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Problem with alpha-maps
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Topic: Problem with alpha-maps (Read 558 times)
Maximilianibus
Full Member
Posts: 150
Bla Bla Bla, Mr Freeman!
Problem with alpha-maps
«
on:
August 16, 2010, 07:40:58 pm »
hey, its me again.
i still have some problems:
as example, i create a fury head with NickEs hair script, render it- AND ALL THE DAMN ALPHAMAPS HAVE BLACK CANTS!!!
what is the problem?
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Maximilianibus
Full Member
Posts: 150
Bla Bla Bla, Mr Freeman!
Re: Problem with alpha-maps
«
Reply #1 on:
August 17, 2010, 05:57:17 pm »
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NickE
Full Member
Posts: 103
Re: Problem with alpha-maps
«
Reply #2 on:
August 19, 2010, 05:42:20 pm »
You should probably post the project. I've never seen this kind of behavior before.
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RudySchneider
Sr. Member
Posts: 366
Re: Problem with alpha-maps
«
Reply #3 on:
August 19, 2010, 07:29:56 pm »
This almost looks like you've got the faces of your object flipped. In that case, the face closest to you would appear transparent, but the "interior, rear" face of this spher-like object would be visible in a render.
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O
DragonSlayer
Jr. Member
Posts: 98
Now lets try to find that dragon...
Re: Problem with alpha-maps
«
Reply #4 on:
August 22, 2010, 01:13:13 pm »
I've had that problem when I made a bunch of bushes using transparency mappes on a terrain. I did a video, so I saw that when a bunch of bushes were lined up in front of the camera, there were the black cants, when the camera reached the top of the hill, looking to the sky, not many bushes were lined up, and the black cants were not present. What renderer are you using? I saw this problem in ART, but I didn't try the scanline, which might change things. I think it has something to do with the maximum reflection value for the rays in the ART raytracer (if it is the renderer). So see if increasing the value to some huge number helps (if you plan to not use reflections that will see reflections, or you'll sit there forever as it caluculates the relflection) or try changing the renderer.
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