VicToMeyeZR Posted February 5, 2010 Posted February 5, 2010 I am curious. I have a texture with an Alpha channel applied. How do I get the material to render correctly with that channel? or another option. set 2 textures in the MAT, and assign one as an alpha? Which is better? Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
macklebee Posted February 5, 2010 Posted February 5, 2010 I am curious. I have a texture with an Alpha channel applied. How do I get the material to render correctly with that channel? or another option. set 2 textures in the MAT, and assign one as an alpha? Which is better? are you referring to taking advantage of the transparency or setting the specular from a bumpmap? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 well, I have a texture on one of my models, the RGB channel is a solid color, and it has an alpha channel to make it look like rust/dirt. So I really have no idea. I can assign the opacity texture in UU3D, but I don't know how to translate that to LE. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 the first is the regular texture. with UU3D, I can set another texture to the opacity, and get the effect. But I don't know how to get that to work in LE. I don't know if you can assign an opacity texture, or if you have to use the alpha blend, either of which I don't know how to accomplish Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
macklebee Posted February 5, 2010 Posted February 5, 2010 ok i see what you are saying... that looks like another surface ontop of the wall surface... so i assume you could do just like the hydro scene does... it has a number two laying ontop of the concrete wall... the number two material has this: texture0="abstract::lettering02.dds" texture1="abstract::lettering02dot3.dds" blend=alpha depthmask=0 zsort=1 overlay=1 where its blending and doing the overlay... im not sure about what you want to use on the mapping in your app tho... i would assume that you would just map that texture just like a normal diffuse and not as a opacity map. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 yes. the bottom texture is a normal difuse. teh second texture is an alpha map, that should make it "look through" to the bottom layer. Its not working Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
macklebee Posted February 5, 2010 Posted February 5, 2010 works for me... the dirt_decals are setup as diffuse bitmaps in uu3d and my dirt_decals are set just like i showed above... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 thats weird. I did just like you said. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
macklebee Posted February 5, 2010 Posted February 5, 2010 does your dirt_decals still have shader info? if so, remove it. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 can you post the whole MAT file u use? bahh... freaking shaders. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
macklebee Posted February 5, 2010 Posted February 5, 2010 texture0="abstract::dirt_decal_001_c.dds" blend=alpha depthmask=0 zsort=1 overlay=1 this is the entire mat file just like i posted above... i assume you still had a shader reference? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 yeah... I did. I thought I had to have the Alpha shader. Also, setting this line blend=alpha is that the same as setting blend=1 ? btw, thank you Mac Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
macklebee Posted February 5, 2010 Posted February 5, 2010 yeah... I did. I thought I had to have the Alpha shader. Also, setting this line blend=alpha is that the same as setting blend=1 ? btw, thank you Mac i dunno about what the numerical equivalent of alpha would be... does it give the same result? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel
Marleys Ghost Posted February 5, 2010 Posted February 5, 2010 0 - solid (default) 1 - alpha 2 - light 3 - shade 4 - mod2x Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head"
VicToMeyeZR Posted February 5, 2010 Author Posted February 5, 2010 kk, just making sure. I had use alpha before, but I also had the alpha shader on it also. That was what was messing with me. Thanks all. Quote AMD Phenom II x6 1100T - 16GB RAM - ATI 5870 HD - OCZ Vertex 2 60GB SSD
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