I needed the very same thing - here's a hack - use
at your own risk.
I've been using a constant shader, with texture
plugged in diffuse, transparency set to 0.001 going into the rgb of
the sprite shader, with the image plugged into the matte of the sprite
shader.
In my case, it didnt seem to be slower than just
the sprite shader (which surprised me), so no guarantees.
----- Original Message -----
Sent: Thursday, November 29, 2007 9:44
PM
Subject: 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