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07/07/2016 15:25:40

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
primaveranz wrote:
That certainy looks hopeful, but my proper had several groups some opaque and one transparent. I tried using separate materials for the groups and then merging them all in to a single group before exporting to ASE. I also tried a single material with transparent parts and merging, And in both cases I tried "use ID textures" and "don't use" but when I get it into Muvizu it is either partially transparent all over or not at all, and I can only apply a colour not a material in game. Will try again later but I can't think of another variation of choices to use.
Cheers.


Yep, if you select OPACITY MASK you lose the ability to select a texture...
but if you use OPACITY you can apply either colors *OR* textures

Using my approach above (actually, it's Urban Lamb's idea) lets you load the transparent part as a separate object, so you can treat alpha as OPACITY. That way, you have real-time control of the texture. Then by GROUPING the alpha object with other solid components, you get the best of both worlds.

For my current project, I made a transparent wine glass with wine in it (much like Clayster's beer glass with beer in it)

Except I made the wine a separate object from the glass, and mated them together in Muvizu by grouping. In the final analysis, I ended up not using it because the characters were making a toast, and the glasses weren't level... you could see that the "liquid" didn't adjust for gravity... so I went back and made the glass opaque. ;-(
edited by PatMarrNC on 07/07/2016
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07/07/2016 15:29:41

urbanlamb
urbanlamb
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Posts: 1786
yes that is because this is not a material property in ASE if you want to do this in ASE you need to build it into the texture You can't get that into the material layer of ASE and FBX works differently LOL so if you want that particular look

The minute you try doing this in ASE with texture you have to beware your alpha sorting and you can't put two textures one behind each other each with an alpha layer. (unless you want to actually take advantage of that bug in which case yeah do it LOL)

You can get away with it in fbx if you seperate everything down and use some of the properties of the material layer.
edited by urbanlamb on 07/07/2016
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07/07/2016 15:36:08

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
urbanlamb wrote:
i have windows that are ase that are not perfectly clear. (snip)

http://muvizu.com/3D/21842/windows-with-transparency


I was just studying these windows yesterday! Again, thanks for these, one more of the value-adding contributions you've made to the world of Muvizudom!

These windows are what taught me the technique I detailed previously... the glass and frames are imported as separate objects so the transparency of the glass doesn't affect the opacity of the frames. Also, the glass is imported with alpha treated as OPACITY (not opacity mask) so the 30% opaque glass texture can be used.

As far as I can tell, with ASE, this is the only way to get an alpha object and an opaque object together: Import them separately and then group them.
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07/07/2016 15:40:41

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
(ugh not thinking when I wrote that post)

This window was a request for it to be in parts. It is possible to make that window as a single unit. However you need to beware the alpha sort bug which might come into play because the window part not just a plane its a square with mass. The person was requesting it for a specific purpose and wanted it to fit a certain style and to be in two parts.

if you search this forum you will find a post where i demonstrate the alpha sort bug on a window which is not totally clear and has frosting on a door with a handle. (assuming i have not deleted the photo).


yeah the photo is gone anyhow i made a door with a window in it and a handle for a set a long long time ago and I posted a photo of the alpha sort bug because the texture was one unit and used on all the parts of the door. Anyhow i deleted a pile of stuff awhile back cause i was running out of room for stuff and i removed that photo. The mask is a greyscale if you want to have semi transparent.

So that window was a bad example because I forgot I had treated it differently as a result of the request that was made.
edited by urbanlamb on 07/07/2016
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07/07/2016 16:08:48

PatMarrNCMuvizu mogul
PatMarrNC
Posts: 1738
I trust your judgement on whether or not there's a way to get alpha and opaque objects together in the same import.. you know a heckuva lot more about this stuff than I do. Meanwhile, I'll keep researching to try & figure out how. Event5ually I'll bite the bullet and learn Blender... or at least how to do a few key things in it.

It's hard to justify the learning curve when I'm already fairly competent in another modelling program, and there are other programs screaming for the attention of my 3 remaining brain cells...
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07/07/2016 16:14:22

urbanlamb
urbanlamb
(Account inactive)
Posts: 1786
yeah its possible. Its a texturing issue if your using ase you have to understand alpha channels and how to grade them and create masks. If the window glass was a single flat plane and not a cube like in that case there would be no alpha sort issue and it would work like the tree. The way to make it a bit foggy is to grade the mask.

I would at this point only use ASE for trees and things that need to look like bunches of objects and using transparency like that to make the leaves seperate and ignore it for any other application its easier to do with fbx way way easier.
edited by urbanlamb on 07/07/2016
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08/07/2016 00:51:56

clayster2012Muvizu mogul
clayster2012
Posts: 645
urbanlamb wrote:
if your using one texture/material your going to run into alpha sorting for an object like that. You might get rid of it if you use double sided for the glass and single sided for the liquid. This is a visual bug that is present in a lot of older stuff (a reason why fbx became popular it was designed to get rid of this problem).

separate the textures and materials as well two textures/two materials, no alpha mask, fbx.

Its a proximity issue the graphics card doesnt know which to display so it just well does that.
edited by urbanlamb on 07/07/2016


already happen, I just did away with it, and went with the beer glass in muvizu
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