dyei
07-03-2009, 07:25 PM
hi, actually i am in a proyect where i need to create a fountain, and i need to export an alpha channel for composition, problem is simple... look at these images, whats strange here...
http://www.dyei.sabotage.ws/fuente.jpg
http://www.dyei.sabotage.ws/fuente_alpha.jpg
yeah, exactly the nParticles water shader are messing up with the other shaders and surfaces, but why? why is it? what property is messing up this? i dont want the water creating that alpha channel, i want the water as solid color, yeah, casting refractions, but not alpha channels...
i guess that is the problem are the nParticles because the settled water in the bottom has the same mia material shader, the water in the top is exactly what i want: water with no alpha at all even when it has some refractions, but it is an animated polygon mesh by real flow.
so i really think that the issue is with n particles and mia material... but why and what...
http://www.dyei.sabotage.ws/fuente.jpg
http://www.dyei.sabotage.ws/fuente_alpha.jpg
yeah, exactly the nParticles water shader are messing up with the other shaders and surfaces, but why? why is it? what property is messing up this? i dont want the water creating that alpha channel, i want the water as solid color, yeah, casting refractions, but not alpha channels...
i guess that is the problem are the nParticles because the settled water in the bottom has the same mia material shader, the water in the top is exactly what i want: water with no alpha at all even when it has some refractions, but it is an animated polygon mesh by real flow.
so i really think that the issue is with n particles and mia material... but why and what...
