CougarFFW04 Posted February 14, 2022 Posted February 14, 2022 (edited) Hi everyone, Rookie Blender here with transparent textures problem illustrated in the attached screen. In Blender my mesh is textured correctly with a transparent fence (see screenshoot) and I would like to get the baked texture for DCS ingame rendering. However, when I bake all the textures in one 2048 x 2048 png image with apha chanel: - if I bake it as a diffuse bake type with only "color" the color rendering is correct but the fence is completly black (see scrennshoot) - on the othre hand, if a bake it as "combined" (with all Direct Lightning contribution ticked) the fence is transparent but everything is black. So I suppose than I am doing things 50% right... I am also wondering what I should put in the blendind EDM properties. So could someone tell me what is the right procedure to get proper baked texture with transparent things and proper edm parameters. Thanks in advance Edited February 14, 2022 by CougarFFW04
The_Fragger Posted April 3, 2022 Posted April 3, 2022 you need to set the Opacity to BLEND: 2D/3D Artist MILTECH-5 /PD Lead 3D Artist - TrueGrit Virtual Technologies [sIGPIC][/sIGPIC] BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH Eurofighter Typhoon https://www.facebook.com/PolyDynamicsDCS/ Windows 10 (x64) 3x Corsair SSD GT 250 GB Mainboard: Asus STRIX Z390-F CPU: Intel Core I9-9900K @ 3.60GHz RAM: 64 Gb Graphics: MSI GForce GTX 980 TI 4GB HOTAS Warthog Hofmann Simpad Rudders Oculus Rift / Oculus Touch Heavy Metal is the law ! :punk:
love0rdie Posted April 4, 2022 Posted April 4, 2022 20 hours ago, The_Fragger said: you need to set the Opacity to BLEND: I set material options like as above but i am not getting transparent i getting like this i attached photo here i just add diffuse to diffuse color and diffuse to opacity not adding rough and normal
The_Fragger Posted April 4, 2022 Posted April 4, 2022 There's no need to apply a texture to the OPACITY Slot (This will be handeld by the "BLEND"). You just need to have an Alpha Channel in your texture. 2D/3D Artist MILTECH-5 /PD Lead 3D Artist - TrueGrit Virtual Technologies [sIGPIC][/sIGPIC] BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH Eurofighter Typhoon https://www.facebook.com/PolyDynamicsDCS/ Windows 10 (x64) 3x Corsair SSD GT 250 GB Mainboard: Asus STRIX Z390-F CPU: Intel Core I9-9900K @ 3.60GHz RAM: 64 Gb Graphics: MSI GForce GTX 980 TI 4GB HOTAS Warthog Hofmann Simpad Rudders Oculus Rift / Oculus Touch Heavy Metal is the law ! :punk:
The_Fragger Posted April 4, 2022 Posted April 4, 2022 (edited) For glass, you can control the opacity with the grey level in the Alpha channel of your Color map. Like said. you don't need an opacity map. The Alpha channel will be used from the color map. So you need to add the Alpha in the Colormap. Edited April 4, 2022 by The_Fragger 2D/3D Artist MILTECH-5 /PD Lead 3D Artist - TrueGrit Virtual Technologies [sIGPIC][/sIGPIC] BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH Eurofighter Typhoon https://www.facebook.com/PolyDynamicsDCS/ Windows 10 (x64) 3x Corsair SSD GT 250 GB Mainboard: Asus STRIX Z390-F CPU: Intel Core I9-9900K @ 3.60GHz RAM: 64 Gb Graphics: MSI GForce GTX 980 TI 4GB HOTAS Warthog Hofmann Simpad Rudders Oculus Rift / Oculus Touch Heavy Metal is the law ! :punk:
love0rdie Posted April 4, 2022 Posted April 4, 2022 (edited) Its worked great. Firs of all Thanks man, exactly this is the way what i want from helpers simple method but ppls said bla bla bla diverted and made me spent plenty of times unnecessarily . Really thanks thanks thanks Then how to control the opacity level with alpha channel ??? next help me to emitting headlights and stoplights Edited April 4, 2022 by love0rdie nothing
razo+r Posted April 4, 2022 Posted April 4, 2022 2 minutes ago, love0rdie said: next help me to emitting headlights and stoplights Place a spotlight with the properties you want and set up planes with textures and material set to bano. https://www.youtube.com/watch?v=p48mOqMHQqE https://www.youtube.com/watch?v=PT9hGKYW90g
The_Fragger Posted April 4, 2022 Posted April 4, 2022 (edited) White is completly transparent here for "TEXT" . The more you go to black, the more you don't see of "TEXT". Here in the example I made it 50% grey. Meaning, you see the "TEXT" 50%. Edited April 4, 2022 by The_Fragger 2D/3D Artist MILTECH-5 /PD Lead 3D Artist - TrueGrit Virtual Technologies [sIGPIC][/sIGPIC] BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH Eurofighter Typhoon https://www.facebook.com/PolyDynamicsDCS/ Windows 10 (x64) 3x Corsair SSD GT 250 GB Mainboard: Asus STRIX Z390-F CPU: Intel Core I9-9900K @ 3.60GHz RAM: 64 Gb Graphics: MSI GForce GTX 980 TI 4GB HOTAS Warthog Hofmann Simpad Rudders Oculus Rift / Oculus Touch Heavy Metal is the law ! :punk:
love0rdie Posted April 5, 2022 Posted April 5, 2022 what is difference between .dds and .jpeg format in textures? any performance differnce?
The_Fragger Posted April 14, 2022 Posted April 14, 2022 (edited) dds eg.: includes MIP Maps. Usefull for calcualting textures down. There's no need to have Full-res textures when object is far away... Also. JPEG doesn't support alpha channels. Edited April 14, 2022 by The_Fragger added Stuff 2D/3D Artist MILTECH-5 /PD Lead 3D Artist - TrueGrit Virtual Technologies [sIGPIC][/sIGPIC] BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH Eurofighter Typhoon https://www.facebook.com/PolyDynamicsDCS/ Windows 10 (x64) 3x Corsair SSD GT 250 GB Mainboard: Asus STRIX Z390-F CPU: Intel Core I9-9900K @ 3.60GHz RAM: 64 Gb Graphics: MSI GForce GTX 980 TI 4GB HOTAS Warthog Hofmann Simpad Rudders Oculus Rift / Oculus Touch Heavy Metal is the law ! :punk:
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