View Full Version : Texturing rendering in view port problems in blender 2.5

01-15-2012, 08:04 PM
In a previous post on a different forum I was having some problems with getting transparencies to work correctly on a UV mapped strand for hair.

I actually figured out what my problem was on the transparencies.

Some 3d programs use a map and then a transparency map, but it seems blender lets you just use a transparent PNG. Nifty idea, but I think i'd rather use an alpha map in some cases. Is there a way to use texture & alpha to make a transparency in blender?

Also I'm no really sure if this should go here or in rendering... But here goes.

http://blenderartists.org/forum/attachment.php?attachmentid=167203&d=1326658838&thumb=1 (http://blenderartists.org/forum/attachment.php?attachmentid=167203&d=1326658838)

When viewing my texture in the view port at certain angles you see funky lines like in figure 1. Also, the transparency isn't really viewing correctly. In figure 2.) A you can see the tips, where the transparencies are supposed to be are just turning out grey. In figure 2.) B you also see along the edges there is some weird gray lines. Now, before anyone asks, I do have premultiply checked. In figure 2.) C I'm setting you up for figure 3. In figure 3.) A&B you can see that when the strand is selected, the transparency works just fine. In both A&B you can see through the trand like you are supposed to, where in figure 2.) C you cannot (As in comparison to figure 3.B )

Now, I read somewhere that if you should always have your shading set to GLSL that it would help with someone of these problems I am experiencing. However when I flip my shading from Multitexture to GLSL, it turns everything, including the model black, like in figure 4. Regardless of that, when I render, both in GLSL mode or Multitexture mode, my render turns out white, like in figure 5. I thought maybe it had something to do with my lighting, so I turned off the rending of all my lighting on the front, and the render is still completely blown out.

01-19-2012, 09:26 PM
hi, getting transparency working in viewport is a bit a strange thing in blender, here is how you get it to work:

1. make sure you are in GLSL mode and have a light in the same layer (if no light is there your model will be all black)

2. in the material options enable transparency

3. you asked for separate alpha texture so i will explain that version. add a 2nd texture to your amterial which will be used as alpha, disable Alpha use (no idea why this has to be disabled i will ask the devs tomorrow), and in the influence panel choose alpha.

4. voila viewport alpha should work at this point

for your other problems, see if you still get grey outlines on the alphas with the methode above, if so try to anable/disable premultiply or Alpha: calculate

for the overblown light thing in GLSL there are 2 reasons i can think of why this happens, either your material settings are messed up or your light setup is way to bright. just move the light to a inactive layer and try with a new sun or hemi light and if that doesnt work try it with a new default material.

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01-19-2012, 09:26 PM
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