Started by WAS, June 25, 2018, 03:29:19 pm
Quote from: SILENCER on June 25, 2018, 06:55:45 pmAmbitious, I admire the moxie this takes, but honestly, this is why we have fluid sims and compositors.
Quote from: Dune on June 26, 2018, 01:57:53 amIt's just nice to experiment, and get to know the capabilities of TG. And not everybody has access to all software, so if one gets something working within TG it may be handy for some users.I added some nodes, but the black is still there. Just forget about this, I'd say. And also, I have wondered about (and mentioned) world scale opacity in pops one or two times in the last few years, but don't think it works as expected/needed (but haven't tried for a long time). It would be handy to make forest edges (on flat country) to have grazing edges (lowest branches eaten off), for instance.
Quote from: Dune on June 29, 2018, 02:59:05 amYou can try by adding a clamp color 0 1 function
Quote from: Matt on June 29, 2018, 04:08:52 pmPartial opacity does not work properly yet. You'll need to create transparency using a Glass Shader and then merge it with (or follow it by) your shader. Some ideas here: https://planetside.co.uk/forums/index.php/topic,24648.0.html