texture with alpha channel and gridshape
i was trying to solve this in the last few hours, browsing the forum, but i couldnt…
all i would like is to map a PNG file (with alpha chanel included) to a gridshape (plane) and see throught the holes where alpha is totally transparent and don’t see throught where i dont have the alpha mask… i can make the texture transparent, but can’t make the alpha channel working in the PNG file…
first i tried to use it without material, but couldn’t solve it… then found some advices and tried with a noise texture and material…
if you check this picture: https://dl.dropbox.com/u/1276843/transparency.jpg
you can see the diffuse map in the material is perfectly shows the alpha, but on the gridshape no alpha is used….
any help would be much appreciated :)
i can not see your image, since my vpn seems to be blocked again in China, but sounds you want something like that:
----------begin_max5_patcher---------- 973.3ocyX0rjahCD9r8SgJN63R+.FHmbtm2fsRMkLzwVyBRDP1dljJu6KRBx 3Y8r.Cig0kqBgZjEc+ot+5t4WKW3sS8DT4g9L5uPKV7qkKVXEYDrnY9Bub9S IY7J6x7jvY0tG8V4djFdRaE+nPude158khzpC7B.oK4xJz1L9yPIhh15jVjw k.Z6tLPl9.H402fHnsoPg9P6bLZqYaOVBnbd0e29pJ35jCB49GJgDsSiIgAq CVgXDeyP.gsFuBQhWiQeq4O8ckTWI9IXVOgrNHNfDE17L4wbgLCzV6h7hP0Q cqTZiTQp0HqM7OQ7tXqk7b6V68kRAOq8ItMP+bA3TSC37PNWWJdxaExyC8My 598xklKq9X3dlhmtiK22AJEvhs3RPfYXC1bkh+u.IZ8iGL9PtFeXiAfrVvnf kbnphuGtBWJAdJ5mmAw5hAANQaLCQAtIuSvgNXvAOBvYb.ShJOGj5q.luV6v f3RjHuF1PmE5CHdVwA9mRNvkRH6ys+iLgDRTGk5Ksv2.A8iBMQeDK3TOXmwX 8Cgeub+NiH76wiCeMnRYc.pyZjVKeD0bcpCzHg2IAZUfteLg5XeX1vrZejQP QO3nLJY1hx5NaXcDUZFL.vIxl4JjbC8XdiTWzQw9L5LVcRMmJpN.UqyUm5Gd 1XQm33Ilad1bZLdGEmExT04NLdpIJo1fYVd0Hbax6+X8iyIfEMAG0cDF3rSW 4fccT6xdDZGhYSaf.azTmqlFhhShTP4pMtWfpgxfPboaimpZdSTYpR26DuN1 O.GGsxbGgERCL24iCi7Y0u7Kd2Wlexey+SkJ2EwiW+Ex3JEj4OCYpH336jTU scb0z1lQSrceg1xKJxdFUB0tmIP+vWiiIMH5d0wjwFoe49rGZfoIgG3GZS5P Qc6wYJUAhzOIPrqZJxloktjbm0yqFsq9GTxq.ztdyo3pFOL7FhQ9WiQwefLJ siVK5OBtkH1OxAcoB4iqCmSzhSP2dWVbaikLjNtZRGLCXvr1DS2bfkfLEJao .e82n581UrCCiirfH1xENjdhGYg82rxYr5m0H+WeTPqIZj+ZzsRcrLocKahC PuXkoPkVH4ZgRdwZnuZMGDoof7xd6yEoEJgTW0VHrM.tNL9k8UTYNVrH.9M8 CdO5K8Cpu2Vsg0i1XXimI0IX.Glwyl1vHCPcLegs4RevCQeXym9L.0YFcdnC 43hNeGWzgbbMevi4y20u2y7oNCJ3J59RersXNWJDNdJC2cIdq605DTV0rmVc ot.lGcs6rYkcpP5lZ2w5dZOIZWezRyt86k+Cm76esC -----------end_max5_patcher-----------
thanx Tobias, it seems the gridshape’s "@layer 2" is the key for me, if i leave that on 0 then not working properly, but with any higher value it’s perfect… could you help me what’s this about? the text in the reference isn’t too helpful :D
"Object layer number (default = 0) When in automatic mode, the layer number determines he rendering order (low to high). Objects in the same layer have no guarantee which will be rendered first."
anyways thanx for ur patch, works great :)
the layer is about the order in which gl.objects are rendered (first layer 0, then layer 1 and so on…), but just think about it similiar to the layers in photoshop: standart layer is 0 (you can think of it as your "background layer"), higher numbers are on top (aka in front) of lower numbers…
also note that depth_buffering is disabled and blend_mode enabled for this to work in that way….
Yeah, thanx! I understand how layers are rendered, just not clear how this affects te alpha channel render. In the attached patch if i use layer higher than 0 for the plane, then it works perfectly… and sometimes if i use 0 as the plane layer it works well, but i guess because randomly it’s rendered in the right order… but i don’t get why the alpha channel is rendered well, if the layer is higher than 0and not, if it’s 0.
also need the depth buffer enabled, as it doesnt work if it’s disabled… then it covers other objects, what it shouldnt… but luckyly it works with depth buffer enabled :)
Also attached a PNG what’s used by the path…
thanx for your help again and in advance!
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