Can a uv map have transparent areas?

Hi.
Is it possible to have a UV texture with an alpha channel?
I want the material beneath to be visable.

Sorry I used to know this one but I’m just drawing a blank here…

Sure, just make an alpha map and apply it as an image texture using the UV instead of ORCO option and turn the alpha on.

BgDM

Is it possible to animate the alpha channel of a UV mapped plane in the real-time engine?

yes, sorta

if you select objcolor for your faces you can use object ipos (for colR colG colB and colA [alpha]) to change the color of those faces.

when this is done, vertex colors have no effect.

(I don’t know if you can make alpha faces more opaque than in the texture though)

Thanks for responding.
Now is it posible to do this with a texture from the UV-Editor?

hint hint

hint hint[/quote]

Ah! The light dawns!
Sorry. First I had to un-learn something dumb I thought I knew about texture channels before it would work.

Thanks BgDM.

BdGM, does this work in Yafray?

Oh, stupid question, yes it does! SiIlly me :slight_smile:

Don’t forget that when you’ll use alpha in uv, you must have a tga, you can also use jpg with alpha, but when you uv map it with jpg and want to make it alpha, you must turn ADD on not ALPHA, ADD makes all black places alpha and brighten an uv, so the best is tga.

PNG supports built-in alpha channels, too… would this work as well? I use PNGs for all my textures… though I have no real good reason why except that it appears more losslessly compressed?

-Bischofftep

from what I know png is not a lossy compression, but if you want to use indexed mode (256 colors) it will be dithered.

Tga isn’t lossy either, but png compresses better

(also, IE Win doesn’t support png alpha channels directly)