General Category > Ongoing Anim8or Development

Changed to Older Releases [builds 1162 to 1230]

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Kyle:

--- Quote from: Steve on October 20, 2014, 01:00:39 pm ---Kyle: Are there any groups in your example? I'm still not able to reproduce it with just two objects.

--- End quote ---
The chair is a group, yes.

kreator:
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

cooldude234:

--- Quote from: kreator on October 20, 2014, 03:39:48 pm ---Have to use care when positioning planes, otherwise in my case, you get the middle one showing the planes outline! :o

--- End quote ---
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.

neirao:
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)

Trevor:
"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

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