Re: sprite transparency?

Date : Thu, 29 Nov 2007 13:49:59 -0800
To : XSI(at)Softimage.COM
From : Susumu Yukuhiro <yukuhiro(at)whiskytree.com>
Subject : Re: sprite transparency?
Thanks Peter,  that just did it!!
It even fixed some weird premult issue that I was seeing in some reason, but that's a excellent work around!

I don't see any render slowness either, and this is exactly what I wanted.

Thanks!

On 2007/11/29, at 13:26, peter boeykens wrote:

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








Susumu Yukuhiro
Whiskytree Inc
415-456-5400 x170





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