RE: sprite transparency?

Date : Thu, 29 Nov 2007 22:25:06 +0100
To : <XSI(at)Softimage.COM>
From : "Sebastian Faber" <sebastian.faber(at)liga01.de>
Subject : RE: sprite transparency?

hm - last time I did it with a realtime shader - that works pretty well.

 

 

Von: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] Im Auftrag von Susumu Yukuhiro
Gesendet: Donnerstag, 29. November 2007 21:44
An: XSI(at)Softimage.COM
Betreff: sprite transparency?

 

Hi all,

 

Is there any way to see interactive transparency using sprite shader?

 

I've been using a constant shader to map a image with alpha onto a grid and give a bit of transparency value 

to see the image clipped by the alpha in the viewport, but I just found today that

this method screws alpha channel when you render.

 

For instance, I have a solid object (let's say a cylinder that have a sky texture) behind this grid with transparency (like cloud), and when you render, I expect to see a solid white 

alpha channel, but what happens is you see a dark outline of the alpha channel that is clipping this grid.

 

This doesn't happen using a sprite, but I lose interactive transparency.

 

Does anyone know any work around?

 

thanks!

 

Susumu

 



 

Susumu Yukuhiro

Whiskytree Inc

 

 



 


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