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?
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?