Model+Material = Binary Mask?

AudioMatt's icon

When I apply a material with an alpha channel to a jit.gl.gridshape I get a nice smooth mask.
When I apply a material with an alpha channel to a jit.gl.model I get fucked up ugliness.

Any ideas here?

Max Patch
Copy patch and select New From Clipboard in Max.

The patch below is a demonstration. This Dropbox link includes also includes a model and a masked image for testing. (In case you don't have them.)
https://dl.dropboxusercontent.com/u/45041437/Example.zip

Tobias Rosenberger's icon

Yeah, i also always have worries with jit.gl.material. If i load your example patch with texture and model it looks fine(Capture1, bottom). But if i doubleclick and open jit.gl.material (i don't change any parameter) it starts looking like Capture2(dark one). 7.0.3 32bit on Windows

Capture1.jpg
jpg
Capture2.jpg
jpg
AudioMatt's icon

That's even weirder than my thing. I get the hexagons but the mask only lets either 100% transparent or opaque.

I'd avoid material but I'm not sure where else I can use normal maps. (I'm not very educated in jit.anything.)

AudioMatt's icon

To add to this, the bottom is actually what I want! So maybe it's my graphics card. I'm on an old 17" mbp.

Rob Ramirez's icon

set jit.gl.model @material_mode 0.
this tells the model to ignore all material values loaded from the model's material file, and use the @mat_* values instead.

AudioMatt's icon

Rob,

It's ambiguous what you're replying to but if I'm understanding you correctly, you're saying in order to avoid using jit.gl.materials, I can manually set colors on the jit.gl.model. The huge downside of this is that jit.gl.model doesn't seem to take texture matrices like jit.gl.materials does. For instance applying a bump map to jit.gl.model without jit.gl.material appears to be impossible (unless my lack of experience is hiding something from me).

AudioMatt's icon

I GOT IT!

ROB! I Live in New York. Owe you a beverage and/or meal.

EDIT: ... except it doesn't do spherical mapping. DOH!