First message : 2009-11-01 20:38:52 Operating system : OS 10.5 RAM : 4Go Computer model : MacBook Pro 2.2ghz Processor : Intel Graphic card Type : sais pas Card name : Nvidia Video memory : 128 Mo Quiktime : 7.5 Network card : wifi
I was wondering if someone can help I'm getting very frustrated at trying to create a shader for the skin of this attached building. I would like for the white clover patten to be solid and for the black to be transparent. Is this at all possible. I have created a jpg file and loaded them into the appropriate locations under preview, normal, and transparency...please someone what am I doing wrong?
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
Yeah, this is very possible. The way I explain here might not be the best way though. Under the Artlantis shaders drop the Invisible shader one of the walls, it will appear that it dissappears but it is still there if you try to click in the missing material. Right click it and "Add Texture..." to it, now pick the texture of what you have mapped to the wall now. Next, look at your list and you will see the textures name mapped under the shader in question. click the texture and then make it repeat X and Y. Scale it to the appropriate size then look just under the Transparency slider. Click the color box check and change that color from black to white. That should do it.
First message : 2009-09-02 03:06:29 Operating system : Windows Vista RAM : 4Go Computer model : Custom Ibuypower Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
After reading my post again I realized I told you to pick the wrong hue. Leave the black box black, don't change it white. It will come out backwards the way I had said earlier.
First message : 2009-11-01 20:38:52 Operating system : OS 10.5 RAM : 4Go Computer model : MacBook Pro 2.2ghz Processor : Intel Graphic card Type : sais pas Card name : Nvidia Video memory : 128 Mo Quiktime : 7.5 Network card : wifi
First message : 2009-11-09 12:38:39 Operating system : Windows Vista RAM : 4Go Computer model : Acer Laptop Processor : AMD Graphic card Type : Integre Card name : Nvidia Video memory : Quiktime : Network card : wifi
In sketchup I have a bitmap with holes in it (png with transparancy) In my model it shows correctly. When I import the scene in Artlantis it shows correctly, but there's no transparancy. When I check the box for using alphamap. Still nothing.. I've tried also with Tiff and targe. Same result. No transparancy.
I've also tried to create a shader for it, but no result. (Unpredictable behavier of holes, it looks like my transparancy map hasn't got the same uv's as my bitmap.)
First message : 2008-01-08 16:29:21 Operating system : Windows XP RAM : 4Go Computer model : Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
have you made sure, that your texture actually has an alpha channel.
Just savin it as .tga does not create an alpha channel. You have to define the area wich you want to have an alpha channel. If the transparent area is plain black or any other color you can use the box with the alpha channel by color.
hope that helps.
First message : 2009-11-09 12:38:39 Operating system : Windows Vista RAM : 4Go Computer model : Acer Laptop Processor : AMD Graphic card Type : Integre Card name : Nvidia Video memory : Quiktime : Network card : wifi
He Thanks for your quick reply. I'm pretty sure there's an alphamap in my file. I even tried inverting it in case I made it the wrong way. But when I check use alpha map or try to select the transparancy color, all I get is darker colored holes and no transparancy. I checked if my alphamap is pure black&white and it is.
I'm getting very frustrated over this because ther once was a time it did work, with exactly the same texture
First message : 2008-01-08 16:29:21 Operating system : Windows XP RAM : 4Go Computer model : Processor : QuadCore Graphic card Type : PCI-E Card name : Nvidia Video memory : Quiktime : 7.5 Network card : ethernet
First message : 2009-11-09 12:38:39 Operating system : Windows Vista RAM : 4Go Computer model : Acer Laptop Processor : AMD Graphic card Type : Integre Card name : Nvidia Video memory : Quiktime : Network card : wifi
what I did find out is that it doesn't work immediately coming out of sketchup. When i create a shader with a transparancy map it does work. I then have to delete the original texture and it works.
But the problem is that know my uv's aren't right anymore and I can't move texture origins directly in the shader I'll try to illustrate with a JPG. First one is my sketchup import file, directly rendered in Artlantis (Png with opacity in it works fine in sketchup)
First message : 2009-11-09 12:38:39 Operating system : Windows Vista RAM : 4Go Computer model : Acer Laptop Processor : AMD Graphic card Type : Integre Card name : Nvidia Video memory : Quiktime : Network card : wifi
The second one. I converted my texture into a shader and used an opacity map for the holes. But what the!!! My holes have moved!
And now I can't find a way to replace my texture.
How can I fix this annoying problem. Probably i'm missing something very stupid, because once it worked fine for me but now it doesn't
First message : 2009-11-09 12:38:39 Operating system : Windows Vista RAM : 4Go Computer model : Acer Laptop Processor : AMD Graphic card Type : Integre Card name : Nvidia Video memory : Quiktime : Network card : wifi
I managed to get my PNG texture to show transparancy. i forgot to set the transparancy slider way up. That's why the "holes" weren't cut out. Stupid stupid stupid. ;) ;)
But what I still don't understand is why I can't make a shader out of this without hasseling with my UV coordinates. Does anybody know how to fix that issue?