Transparency/Opacity Map Bug?

Started by commorancy, April 09, 2009, 10:51:57 AM

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commorancy

I'm importing a Poser figure as a OBJ file.  The lashes on this figure are based on a transparency map that's black (as transparent) to white (lashes).  I used to be able to use this map style in previous versions of TG2 and have it work (turn on black as transparent, threshold 0.1 and set opacity to 1).  Now in 2.0.1.1, no matter what I do with this map, I can't make the lashes appear.  As a test, I then imported this map into GIMP and replaced the black with alpha.  Then, set alpha as transparency in TG2 and the lashes showed up.  Unfortunately, this map was designed with black as transparent and, thus, it really doesn't look proper when changing black to alpha.  In order for me to use this map with the alpha, I'd have to do a substantial amount of work to the map.  Note that there are lots of Poser figures that use black/white transparency maps.

Thanks.

--
Brian

Matt

Can you please find a .tgd that you saved in an older version and do a side by side test with the Beta and 2.0?

Partial transparency is not supported by the rasterizer/scanline renderer. But it should be possible to use on/off transparency per micropolygon.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

commorancy

Quote from: Matt on April 09, 2009, 07:57:31 PM
Can you please find a .tgd that you saved in an older version and do a side by side test with the Beta and 2.0?

Partial transparency is not supported by the rasterizer/scanline renderer. But it should be possible to use on/off transparency per micropolygon.

Matt


Yes, I've found out that opacity meant either on or off from previous renders with older versions.  It's just that in this new version, this black/white map doesn't seem to work with any of the settings that previously worked.  I will do a side by side test and I'm assuming you want me to post the output results here?

Note, however, that there is a difference between the way I worked these OBJ imports.  In the older version, I had to do hand massaging of the OBJ file to combine texture maps down to 16 shaders.  So, that allowed me to import the figure into the 16 shader space.  In the newest beta, I wanted to try the new OBJ import that doesn't require 16 shaders.  I'm not sure if this bug has anything to do with that, but I'll post a side by side image comparison for your reference.

Keep in mind that if I render them side by side from the older .tgd with the hand massaged imported OBJ, both will render the scene from the 16 shader space and 2.0.1.1 will not use the new OBJ import space.  A more fair comparison would be for me to hand massage the same OBJ so that it will fit into the 16 shader space in the older Beta and then let the 2.0 version use the new import process.

Alternatively, I could do 3 renders:

In 2.0 Beta with 16 shaders
In 2.0.1.1 with 16 shaders
In 2.0.1.1 with new OBJ import shaders

Let me know.  Thanks.

--
Brian

jo

Hi Brian,

To see if there is actually something which has gone wrong which previously worked in the final release what you should do is render the model you used with the beta ( 16 textures ) in the final version. That's the best starting point.

Regards,

Jo