View Full Version : Paint Effects problem
jas_ho 07-04-2002, 10:03 AM Hi guys, I kinda stuck with my model now.
I have created this character using flash and applying it onto a plane with transparency maps.
Problem now, as you can see...when I use paint effects to create mist, and when the mist is behind the character. The smoke actually makes the model slightly transparent(revealing the geometry behind. How can I solve this problem??:curious:
Thanks guys!
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jas_ho
07-04-2002, 10:38 AM
sorry, i can't seem to post images?
how do i do it?
anthonymcgrath
07-04-2002, 11:06 AM
you can attach a simple image using the 'attach file' option below where you type your msg such as this one. It has to be below 50000 bytes but it should be fine for showing what you want.
anthonymcgrath
07-04-2002, 11:08 AM
one thing to check is to make sure your transparency map is totally black in the areas it needs to be transparent. ie: rgb 0,0,0 if its even something simple like 0,2,4 which may look virtually black it wont cut out cleanly. I'm sure your aware of this one but its often overlooked. see if you can get the pic up anyway.
anthonymcgrath
07-04-2002, 11:18 AM
another one to think about. is your shader a blinn? if so, it may be the specular thats showing up over the transparent areas. you may have to map the transparency map to the specular colour.
map the out alpha of your transparency file to a reverse node and plug that into the specular colour of your blinn and it should cut out the highlight.
hope this helps.
svenip
07-04-2002, 11:21 AM
paint effects have problems rendering behind transparent objects. it's one of it's limitations.
jas_ho
07-04-2002, 02:33 PM
test
anthonymcgrath
07-04-2002, 02:43 PM
I guess if svenip is right in what he says, rendering out seperately and comping might be the order of the day.
Duncan
07-08-2002, 08:23 PM
I'm assuming your character is transparency mapped. If so, then on your camera make the depthType "Nearest Visible" and use Transparency Based Depth. (I think this should work) I believe furthest visible depth interprets a surface as being transparent( as far as the depth buffer is concerned ) when it is transparency mapped, even if the transparency is zero in the map. Paint effects uses the depth buffer from the scanline phase of the render to determine occlusion.
Duncan
jas_ho
07-11-2002, 01:57 AM
thanks Duncan!
it worked perfectly!
back to work!!
THANKS again!!:bounce: :beer:
anthonymcgrath
07-11-2002, 07:34 AM
bleedin 'ell! thats a nifty lil' button innit?!
hey duncan, do u know anywhere else it comes in handy??
Duncan
07-11-2002, 03:38 PM
The depth type can be useful when using any effects that use the depth buffer, such as depth of field and paint effects, or if you are outputting depth for compositing. There is only one depth buffer value possible per pixel, even if several surfaces at different depths are visible withing that pixel( as is the case with transparent surfaces or surfaces that only partially intersect the pixel ). With the depth type you can select which surface appears in the depth buffer. In some situations you may get fringing around objects mixed with paint effects, and changing the depth type can often help. Paint effects will not mix well with light fog or fog primitives, however with the depth type you can at least define whether paint effects will appear entirely in front or behind, which sometimes is good enough to avoid needing a composite.
There is more info on this in the paint effect faq at highend3d.com.
Duncan
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