modelling with planes

Paulov

18-01-2007 21:33:19

Hi

I think my problem is different to the "mesh normals" topic so I make a new one.

I´m modelling urban scenes, mainly the scene elements have a low polycount, but sometimes cilindrical figures appear and make my polycount rise fast, specially if they are repetitive elements like detailed streetlamps.

So I´ve started to use the classic planes technique. I´ve used 4 planes to create the streetlamp.

The problem, as seen in the image is that in the corners of the streetlamp (only in some corners) appears a red edge, (red or the color of the element that is behind).
I would like to know if it is possible to remove this edge.
In the image you can see the material configuration I´ve used, is the one that better gives me what I´m looking for.

This modelling technique is a must until we cant get a LOD system for meshes. The element modelled using an spline and revolution technique was about 600poly, now I can build the lamp with 8 polys + 48 if used an sphere at the top.

also I´m willing to use this with the foillage, as I´ve to start modelling follage in the next days.

the lamp



Thanks.

Pablo

Chris

19-01-2007 11:55:10

Let me guess, you are using alpha scene blend and alpha rejection at the same time? I faced the same problem with my foliage, easy solution is to only use alpha rejection in your material script without scene blend. oFusion does not take this into account and thus messes it up, just edit the material script file after exporting. Something like this should easily work:


material no-alpha-problems
{
technique
{
pass
{
ambient 0 0 0 1
specular 0 0 0 1 10
alpha_rejection greater 128

texture_unit
{
texture_alias 0
texture texturefile.filetype
}
}

}

}


Im not 100% sure that the material script works the way intended, but it should. The drawback of not using scene alpha blend is that your opacity can mainly be only true or false. Aka you cant have 50% opaque material with such a script. (So Im recommending a different material for the lamp glass material if youre using one)

Lioric

19-01-2007 14:21:14

Dont use Depth read/write (depends on your needs) with your alpha blended objects

Paulov

22-01-2007 21:04:35

Hey

Thanks a lot, when increassed the alpha rejection to 162 those nasty borders dessapeared completely.

I set the blending to Src blend "one" Dst Blend "zero"
_______________

I dont need transparency for the lamp, thanks.