VicToMeyeZR Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2010 Share 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 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 5, 2010 Share 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" Link to comment Share on other sites More sharing options...
VicToMeyeZR Posted February 5, 2010 Author Share 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 Link to comment Share on other sites More sharing options...
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