Game Development Community

hair alpha help??

by deepscratch · in Torque 3D Professional · 05/23/2009 (3:23 am) · 10 replies

hi,
I am having a problem getting hair alpha to display properly,
the arrows show the problem areas.
I have also shown the material setting.
anybody have any idea how to fix this??
thanks.

new Material(hair_alpha)
{
mapTo = base.c_hair_alpha;
diffuseMap[0] = "base.chair_alpha";
translucent[0] = true;
translucentBlendOp = LerpAlpha;
translucentzwrite[0] = true;
};

img193.imageshack.us/img193/8115/alphaprobhair.jpg

#1
05/23/2009 (3:45 am)
I have had very similar problems, but my erroneous alpha was not as complex as yours. The solution was to separate the alpha layers in the mesh and link them together from 'outside most alpha mesh part' inwards. Such as the old TGE style of alpha layering and linking. I have not tested with T3D.

Also try changing the alphaRef = ##;, this should show you if it is an BUG, or issue with FOG or something else.

EDIT: Real good job with the mesh and texture work. Nice detail to the eyes.

EDIT:: Also it just occurred to me that you could try the doubleSided material flag.
#2
05/23/2009 (4:04 am)
@Caylo,
the hair is made up of elements, part of the body mesh.
it worked fine in 1.7.1
yes, it is double sided.

thanks for the comment, I like texturing, hell, its a part of my day job,
modeling too.
#3
05/23/2009 (4:29 am)
As soon as i possibly can, I will run some experiments to test some ideas. I have not yet used any mesh with alpha in T3D, i hope its not going to be a hassle.
#4
05/23/2009 (4:42 am)
yeah, me too
#5
05/23/2009 (7:45 am)
Looks similar to what was mentioned here. Have you tried tweaking your materials with the Material Editor?
#6
05/23/2009 (9:18 am)
@michael,
thanks, that was exactly the problem.
fixed.
#7
05/23/2009 (9:29 am)
What detail actually ended up being the fix?
#8
05/23/2009 (10:49 am)
dunno, I just replaced everything, works
#9
05/23/2009 (10:53 am)
Ah ok. Guess I will be rebuilding some Material definitions when that time come.
#10
05/23/2009 (3:50 pm)
There are issues with alpha blend surfaces that are not using alpha test. We're looking into them for beta 3.