Hi,
just a few questions about the transparency:
1) what are the exact differences between additive transparency, hard-edged transparency, double-sided transparency, single-sided transparency?
2) Are there other ways to make something transparent??
3) If the material is transparent, it always uses the alpha channel of diffuse right? (what about specular + transparent? as far as i remember for low light settings, the spec map is copied to the alpha of the diffuse and for high light in the alpha of the bump/normal map)
4) is there any other way to make the material transparent?
5) do you think it would be ok if i don't differ between all the transparency variants and make it just transparent for all of this options in my viewer??
transparency questions
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Re: transparency questions
Additive transparency can only be applied if the material has single-sided or double-sided transparency. Here's what it actually does: https://knowledge.autodesk.com/support/ ... 1-htm.htmlAnakin wrote:1) what are the exact differences between additive transparency, hard-edged transparency, double-sided transparency, single-sided transparency?
Hard-edged transparency can only be applied if the material has single-sided or double-sided transparency. Here's what it actually does: https://docs.unrealengine.com/latest/IN ... tml#masked
Single-sided transparency is normal transparency, but polygons with it have what's called back-face culling. https://en.wikipedia.org/wiki/Back-face_culling
Double-sided transparency is the same as single-sided but it doesn't have the back-face culling.
It's worth noting that all polygons by default have back-face culling; the only ones that really don't are ones with double-sided transparency.
Like through an option file? I don't believe so, no. Although you can actually use vertex colors to drive the transparency values of a mesh by putting giving the mesh a Color At Vertices property in XSI and setting the material to use some-sided transparency with additive transparency, like I did by overlaying a layer of polygons over the floors and walls to get this neat frozen effect here:Anakin wrote:2) Are there other ways to make something transparent??
Vertex colors in XSI:
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Vertex colors in XSI:
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With that said, this is done alongside the vertices' transparency being affected by the diffuse's alpha channel. It's done in two passes:
1. Diffuse alpha pass: Vertices with transparent material are affected by alpha channel in material's diffuse texture.
2. Vertex color pass: Vertex colors are applied to each vertex's opacity.
Correct.Anakin wrote:3) If the material is transparent, it always uses the alpha channel of diffuse right?
I believe it still uses the diffuse texture's alpha, correct.Anakin wrote:what about specular + transparent?
No.Anakin wrote:4) is there any other way to make the material transparent?
I recommend rendering additive transparency as whatever-sided transparency the material has. (so basically you should just ignore whether or not there's additive transparency - unless you want to implement the technique I mentioned in response to question 2)Anakin wrote:5) do you think it would be ok if i don't differ between all the transparency variants and make it just transparent for all of this options in my viewer??
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: transparency questions
What options are there to add normalmapping??
i found those:
Rendertype:
19
20
1b
1c
But what are the differences??
i found those:
Rendertype:
19
20
1b
1c
But what are the differences??