steve3d Posted December 10, 2010 Share Posted December 10, 2010 I don't mean the alpha-test option, I mean how to create the transparent effect like resourceeditor's surface setting? Link to comment
danni.coy Posted December 10, 2010 Share Posted December 10, 2010 I don't mean the alpha-test option, I mean how to create the transparent effect like resourceeditor's surface setting? Link to comment
ulf.schroeter Posted December 10, 2010 Share Posted December 10, 2010 Also have a look into documentation section Content Creation\Materials Overview\Blending Options for effects of different src/dest blend mode combinations. Link to comment
steve3d Posted December 14, 2010 Author Share Posted December 14, 2010 seems this kind of transparent can not work together with WorldLight... :lol: Link to comment
ulf.schroeter Posted December 14, 2010 Share Posted December 14, 2010 seems this kind of transparent can not work together with WorldLight... :lol: I wouldn't expect this. What's the actual problem (screenshot,test case, ..) ? Link to comment
steve3d Posted December 14, 2010 Author Share Posted December 14, 2010 here is the screenshot. you can see the problem. Link to comment
binstream Posted December 14, 2010 Share Posted December 14, 2010 Try "post scattering" checkbox Link to comment
frustum Posted December 14, 2010 Share Posted December 14, 2010 enable Alpha test or disable Depth mask Link to comment
steve3d Posted December 15, 2010 Author Share Posted December 15, 2010 great! the leaves looks better, but , there is another problem by this setting, the shadow is rendered all wrong. take look at the screenshot. better leaves, wrong shadow correct shadow Link to comment
ulf.schroeter Posted December 15, 2010 Share Posted December 15, 2010 wrong shadow/correct shadow So if you have already both - wrong and working - configurations, what is the difference between both material settings ? Link to comment
steve3d Posted December 15, 2010 Author Share Posted December 15, 2010 correct shadow was unmodified setting, wrong shadow use this: Seems I've understood what happened here, because I didn't check the alpha test, so the shadow pass rendered all leaves as full opacity. that's why shadows is wrong. Link to comment
ulf.schroeter Posted December 15, 2010 Share Posted December 15, 2010 Seems I've understood what happened here, because I didn't check the alpha test, so the shadow pass rendered all leaves as full opacity. that's why shadows is wrong. Ok, so your problems are gone, right ? performance wise I would recommend to disable blending if alpha testing for foilage is sufficient. Link to comment
danni.coy Posted December 15, 2010 Share Posted December 15, 2010 Ok, so your problems are gone, right ? performance wise I would recommend to disable blending if alpha testing for foilage is sufficient. Just an explanation of the performance penalty. With non blended and alpha tested materials the objects can be drawn to screen in any order. With alpha blended objects the objects have to be sorted first and drawn from far to near as you can imagine this does add a bit of overhead to the scene especially when you have a lot of objects. Link to comment
steve3d Posted December 15, 2010 Author Share Posted December 15, 2010 thank you for your tips, I know this setting will have some impact with performance. I'm asking here just to figure out how to do this. thank you anyway :) Link to comment
Recommended Posts