Game Development Community

Translucent objects, how to properly export ?

by Julien Millet · in Torque Game Engine · 08/30/2004 (5:17 am) · 4 replies

Here is a screenshotof my problem.
When I have an object with transparency, some backfaces become visible. I think it may be a problem of sort, but using the "SORT::" doesn't correct anything.
These are 2 sided textures.

Most of the object I tried to export have that problem when they have an alpha channel. These are low poly count models (70 faces), so it's not a problem of complexity.

Anyone has seen this and knows a solution ?

#1
08/30/2004 (5:34 am)
Did you accidentally reverse the normals?
#2
08/30/2004 (5:40 am)
Nope
I tried normals on both sides and it didn't change anything :/

And as these are double-sided materials, it doesn't change anything, do it ?
#3
08/30/2004 (7:00 am)
One thing that you should always try to do when working with any polys or geometric nodes that go transparent (based on object or texture/material values) is to make those shapes their own nodes if they are not alrady (ie. in your case for example you might want to make your skylight in the hut its own node if you haven't done so already). This will then allow you to get more accurate sort:: results.

Logan
#4
08/30/2004 (7:18 am)
I want to add to what Logan is saying here by pointing out the objects that are flagged as translucent or transparent are not z-sorted, meaning, that they will exhibit sorting issues. Make the majority of the hut with a normal material, and make separate polygons for the parts that need to be transparent.