View Full Version : Still problems with transparency Maps
10-26-2003, 08:37 PM
The old problem I have with Tranparency maps still exists in Messiah:Studio 1.5b
Here how the character renders in Lightwave:
And here how it renders in Messiah:
The transparencymaps on the eyebrows and eyelashes seem just not to work :(http://homepage.mac.com/philippweimer/KaneUkeMessiah.jpg
10-27-2003, 09:58 PM
Hi Swissphil. I'm also using transparency maps for facial hair on a head without (much) issue. Could you post a screenshot of your shader flow?
You might try subdividing your polygons as well. Sometimes there's a kind of wierd error where uv transparency mapped polygons that intersect or are very very close to other surfaces render opaque.
10-28-2003, 07:39 PM
Attached is the shaderflow of the eyebrows... nothing too complicated I'd say.
10-28-2003, 08:07 PM
We're still looking at your scene. So far, the problem seems to be pointing to the geometry. Not necessarily that you've done something wrong, though. Still investigating...
I'll let you know what we find.
10-28-2003, 08:33 PM
As I imported a poser model, I definitly made nothing wrong with the geometry ;) But its a terribly high polygon count model.
But as I'm able to use the same sceleton on the high polycount and a qemloss2 reduced version, animation is no problem at all. I simply hide the high poly model in the editor and dont render the low poly model :)
thanks for taking a look at it Lyle!
09-05-2004, 09:12 PM
Today I found some time to do a test and look how the new version handles that problem. Obviously it handles it fine :thumbsup:
I used just one light, no radiosity, nothing fancy, Anti Alias 2. Rendertime was with 12 minutes surprisingly high though. I also had to scale the model a bit up to get rid of some untextured polygons, the guy is now 2 meter 20 tall :)
One thing about the right eye... I didn't apply the texture map, I was simpy too lazy:)
01-16-2006, 12:00 PM
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