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Author Topic: Very Important: importing PNG-files!  (Read 3430 times)
Maximilianibus
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« on: December 10, 2010, 07:21:26 am »

hey guys! many images in the www are pngs... so make them compatibel! Grin
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lynn22
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« Reply #1 on: December 10, 2010, 08:27:44 am »

Why would that be a requirement ?

Convert your image to a format that can be imported.

Also, remember that most images on the www are copyright of the poster and may not be available for others to use.
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Maximilianibus
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« Reply #2 on: December 10, 2010, 10:59:45 am »

well, but i prefer using pngs and bmps than gifs or such
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3D Joe Wiltshire
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« Reply #3 on: December 11, 2010, 06:22:30 pm »

Jpegs ftw Smiley
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novocas7rian
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« Reply #4 on: December 12, 2010, 06:17:27 pm »

PNG support would be nice though especially if anim8or supported alpha mapping in textures, and rendered shadows accordingly.

For instance, creating a rectangle, IV mapping a texture of a tree onto it with transparent background, and the "ground" under the tree has the tree-shaped shadow when rendered rather than a box, as happens in Povray.
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davdud101
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« Reply #5 on: December 14, 2010, 12:03:42 pm »

Ah i don't really like jpg's, they're sooooo low quality and png's look so much better. Oh yeah novocas I have absolutly no idea what ur talkin about.
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Maximilianibus
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« Reply #6 on: December 14, 2010, 03:28:30 pm »

I think He means the correct render of alpha maps
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novocas7rian
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« Reply #7 on: December 15, 2010, 04:42:46 pm »

Sorry if I'm not clear - I'm rushed for time right now else I'd setup an example in povray to illustrate.

Yes, I'm talking about correctly rendering alpha maps, which PNG would support, but also rendering _shadows_ of alpha-mapped-textured objects correctly.  In my "tree" illustration, the object is just a rectangle, so if its treated as a solid as anim8or does now, you'd see a rectangular shadow cast by it.

If the rectangle, however, is textured with a PNG that uses transparency, it'd be great if the shadow also used the alpha map of the texture.  For instance, if the rectangle is textured to a tree, you'd ideally see the tree being rendered and other objects behind it (eg support for the alpha maps) and you'd also see the tree cast a tree-shadow, not the rectangular shadow of the object its mapped onto.  Hope that makes it clearer.

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davdud101
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« Reply #8 on: December 19, 2010, 10:29:28 am »

Ok, that makes much more sense.
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spicy
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« Reply #9 on: December 21, 2010, 03:31:43 pm »

Jpegs ftw Smiley
I prefer PNG's over GIF's and JPEG's.

png's look so much better.
I agree, and the fact that they support transparency is a bonus.

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davdud101
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« Reply #10 on: December 21, 2010, 04:21:32 pm »

Yup, transmaps would probably become obselete if Anim8or supported PNG's w/ transparencies.
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Maximilianibus
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« Reply #11 on: December 21, 2010, 06:34:55 pm »

Well, yeah. But Actually i thought, if i eg Need a Wood textur,  90% of the good Images are pngs  Undecided
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hihosilver
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« Reply #12 on: December 21, 2010, 07:02:18 pm »

PNG's are easy to convert to a usable format, so don't eliminate the option of using those textures.  I do agree, PNG's would be a wonderful feature, the issue is this feature's been requested a thousand times already, and most people want it.  I believe Steve knows people want it to be implemented, he just hasn't gotten around to it yet, as he's a very busy man!
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davdud101
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« Reply #13 on: December 21, 2010, 07:07:18 pm »

I think Steve's given up on Anim8or and doesn't have the heart to tell us. But yeah, PNG's are easy enough to convert, just they lose so much quality.
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Kyle
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« Reply #14 on: December 29, 2010, 08:50:03 pm »

then why not pass the torch  by making it open source?
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