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