CompuServe Thread

#Opacity Hell

9 messages in this thread
#106962From: Ian ChristieJun 10, 1994 2:55 PM
Gary, I'm still having problems with the opacity maping in 3ds3. Several weeks ago I uploaded a sample project to demonstrate the effect. To sum it up, under certain conditions (I'm not sure what they are) opacity mapping fails — ie. areas that should render transparent do not. Sounds like a case of an overflowing variable. The reason I bring it up again is that I have an important job due on wednesday and I've been bitten by the same gremlin. If anyone has had a chance to look at my previous upload I was wondering if you my have a suggestion for a workaround. If you'd like me to upload my latest nightmare — let me know. Ian.
#107017From: David J. MarksJun 10, 1994 9:19 PM
>> opacity mapping fails PMJI, but I've run across a few of the "gotchas". I haven't looked at your sample, but try these… 1. Make certain in your 3ds.set file that you set "NEW-SUBTRACTIVE-TRANSPARENCY = OFF". It may be ON as a default and not giving you 100% transparency. 2. Verify that your map has 0,0,0 at the transparent areas. 3. Try the same map in the shininess mapping slot to prevent any specular highlights from appearing on the transparent areas.
#107036From: Yost GroupJun 10, 1994 11:31 PM
David's suggestions are all excellent. The bottom line is that opacity mapping works perfectly, but there are a lot of variables involved. Perhaps Jonas can help you decipher what's going on with your specific file if you send it to him. Jonas? – G
#107464From: Thomas O'DeaJun 13, 1994 3:27 PM
Hmm… I never succeeded with my Absolut Decal using New Subtractive Transparency = OFF. When I did, the bottle itself would lose it's correct transparency. I may u/l that project soon… but I was never truly satisfied with the results. It was nice, but not professional.
#107484From: Yost GroupJun 13, 1994 5:17 PM
Feel free to upload the project file to me. I'll let you know what you're doing that's causing the problem if you do. – G
#107515From: Ian ChristieJun 13, 1994 7:37 PM
Gary, Apparently my first upload regarding my opacity problems went astray before anyone had a chance to peruse it. After checking David Marks' suggestions I discovered my current problem was indeed caused by NEW-SUBTRACTIVE-TRANSPARENCY. Switching it off solved the problem. But why doesn't it work with the new method? I think the new transparency looks better — I could never get the saturation I wanted from the old. It always looked too washed out. I guess because 3DS objects are just faces and not solid. While I have your ear (eye?), the anti-aliasing of bump-mapped surfaces doesn't seem to be as effective as that of the rest of the scene. I've tried increasing the pixel size and softening the map in the material editor, but without much effect. Any suggestions? Ian.
#107524From: MARTIN G FOSTERJun 13, 1994 8:19 PM
Ian, >> the anti-aliasing of bump-mapped surfaces doesn't seem to be as effective as that of the rest of the scene…. Any suggestions? << PMJI, but I've found that the best way around this is to increase the resolution and have nice smooth blend within the bump-map itself. Airbrush tools in Photoshop/Photostyler etc, would do a nice job of this. You can then turn down blur in the Materials Editor bump-map setup and still get the effect you want. FWIW :)_
#107989From: Ian ChristieJun 15, 1994 11:36 PM
Thanks, I'll give it a try. Ian.
#107582From: Yost GroupJun 14, 1994 1:34 AM
The best way to introduce you to the subtlties of new-subtractive-transparency would be for Phil Miller to upload the huge thread about it (that he's got archived) from late last year. Phil? Re bump maps… Martin's response is pretty right on, in addition to stressing that the bump map ought to use gradient bumps instead of harsh luma stepping. Using a proper bump map with some map filtering will provide the highest quality bump mapping you can achieve with any commercial 3D renderer this side of Renderman. – G