The basics of opacity map? And texture modulative problem?

Chris

06-04-2006 20:26:19

Im more or less a beginner in making materials with oFusion and its a pain to figure it all out when you even run into real problems with even the most basic and 'commonly' simple things but..

How do you exactly make it so that the material has opacity map? I have a diffuse texture and opacity map and tried a few things on 'test' method, tweaking, changing values, but since nothing really explains what this or that does, solution may be behind some simple box I've left unchecked or otherwise..

Any help on how to add opacity map to the material?

Also I'm having problems with shadows.. I can get stencil shadows to work but texture modulative has no effect whatsoever. SHould not be problem of graphics card I presume? Running on x800xl

Also, a sidenote. Always when I export the scene, it defaults ambient to 0.5, no matter what I set in max with oFusion Scene settings. Or is there another setting for that? Currently I edit the scene file manually to lower the ambient.

Chris

08-04-2006 23:43:38

Any solutions? Is there something specific I need to get texture modulation to run or..? And those opacity maps. Even if I use PNG as texture file, it does not look right with lighting.

Evak

08-04-2006 23:58:39

I create a PNG with the alpha in a mask so its premultiplied alpha.I havent tried with seperate alpha images.

I recommend getting the nvidia DDS plugin for photoshop and paintshop pro. That lets you save your image into a compressed format that saves on video ram to DXTC1, 3 or 5 with alpha.

Anyway, premultiplied alpha works very well in ofusion, and has some really nice settings you might want to try that first, unless you want your alpha as a seperate image on different UV's or something. then you will have to have two texture layers, and choose the right blendmode to add alpha to the original image,

I'm hoping we can get the extended blendmodes soon, se we can mask between two textures with a seperate alpha, then I'll be playing with alphas more. I may look at your problem later on if I have time. I expect it works the same way as the last engine I was using.

Lioric

08-04-2006 23:59:40

It all depends on the scene setup you have, i.e the lights, are you using lighting or vertex colors, how the passes are setup in your materials

But you can use the AlphaBlend mode or the Alpha rejection with a value of 128, see the Ogre wiki for examples of what a material needs to be transparent or have a opacity mask, and then apply the concepts to the Ogre materials used in max

The ambient light color export issue will be corrected in the next update(s)

Texture modulative dont work on certain hardware, is the shadows demo that comes with the ogre sdk working with this shadow type on your machine?

Chris

11-04-2006 12:29:41

Yes the shadows demo works with all shadow types. At least the one that starts with athena and light surrounding her, all shadow types when cycled, are displayed properly. My hardware is Radeon X800 XL.

Lioric

12-04-2006 17:30:37

Ok, we will review this