hi all,
I would like to use the same alpha transparency like on the right image, but there is display order problem. Can anybody help please?
thanks
hi all,
I would like to use the same alpha transparency like on the right image, but there is display order problem. Can anybody help please?
For alpha you must enable for all faces of the mesh the “Alpha Sort” option in the “Texture Face” panel.
http://www.blender.org/development/release-logs/blender-247/game-engine-alpha-blending/
You also might want to try using clip alpha on the trunk, and separate the leaves, using normal Alpha mode on them.
Thanks for reply!
HG1:thanks for the link, the trees are many instanced planes. In object data, texture face is set as billboard and alpha sort, transparency: alpha. Unfortunately it does not work:(
SolarLune: its good idea, but the same issue happens with the glass on balconies (in different view its visible in front of leaves but the glass geometry is behind), would like to use similar billboard for bushes as well.
Maybe its just impossible - I am beginner in blender and GE and still learning.
tried the same with the grass - alpha transparency + sort alpha+ copy transp add on, still the same issue:(
I saw a problem like that before, but I dont remember how I fixed it, i think that you probably had imported this file from other software right? and I think that if you did that all the materials are with the ztransp turned on, try to turn all the ones that you dont need to be transparent to off.
I have the same problem having multiple alpha on top of each other (big alpha faces).
you need to enable ZTransp at the material.
By the way, avoid large (visible) alpha faces as much as possible. They are performance eaters.
They are not part of the normal render pipeline (e.g. z-buffer). That is the reason, why you get this side effects.
Better use opaque, clip alpha, add whenever possilbe.
Finlanek, I’m pretty sure you wouldn’t see much difference whan the gras is opaque.
thanks for replies!
leonn: yeah file was modelled in max, but all materials except glass, grass, trees are ztransparency off
mziskandar: same here, the grass was created according to “volumetric grass” tutorial, it is array of ten large planes distributed on Z axis. but the same issue happens with the glass on balconies - small planes with thickness
monster: ztransp enabled. you are right with the performance, problem resists with opaque as well, just searching ways how to make good looking grass and here am not satisfied, next will try to test some technique with dynamic loading - but would like to try milions objects (lets say 1000 visible at a time) with billboard grass - will see, if thats possible.
you can use alpha, but use it when it is worth. E.g. near the camera. If you look at your picture. You can see your volume gras around our feed very well, vut the gras on the other side of the road can be simply oppace texture.
You might want to implement some kind of LOD to switch. But this is only necessary if you dicover lags.
I got one question… when I check for example “bilboard” or alpha etc in the edit buttons, it just applies for the last face i’ve selected. How can I copy the checked properties for the other faces?
Furthermore, does bilboard work in glsl-shading? Which is the axis pointing to the cam?
hello, you have to activate “copy attributes menu” add-on. press ctrl+alt+u,then go to 3dview button, activate it.
then in object data in edit mode appear buttons for copy transparency and copy mode.
billboard and halo works in GLSL.
not sure, but think x is pointing to cam.
The face that you see when you look along X (means from the left side of the object) is pointing to the camera. Which is -X.