What's the best way to import glass from blender to torque
by John Bura · in Artist Corner · 10/15/2009 (1:14 am) · 4 replies
Hey everybody,
Im wondering what the best way to import transparent objects such as glass into torque from Blender.
Steve "Blender King" Acaster, I sense that you have a tutorial on this somewhere. Or have some advice. :-)
Im wondering what the best way to import transparent objects such as glass into torque from Blender.
Steve "Blender King" Acaster, I sense that you have a tutorial on this somewhere. Or have some advice. :-)
#2
10/15/2009 (11:19 am)
Thanks, you are the best!
#3
Do you know if you can get this kind of glass to show up in T3D
http://upload.wikimedia.org/wikibooks/en/c/c3/Blender_3D_Glass.JPG
10/15/2009 (3:24 pm)
That actually is a pretty cool effect. Its a very easy way to make holograms if you are interested in that kind of stuff.Do you know if you can get this kind of glass to show up in T3D
http://upload.wikimedia.org/wikibooks/en/c/c3/Blender_3D_Glass.JPG
#4
For anybody else interested in easy glass here is what you do:
1. Create a white Png with transparency.
2. Goto the material editor - advanced and push transparency.
3. Change to Sub
An then you have glass. :-)
10/15/2009 (3:39 pm)
Haha I love it when I answer my own problems on a forum.For anybody else interested in easy glass here is what you do:
1. Create a white Png with transparency.
2. Goto the material editor - advanced and push transparency.
3. Change to Sub
An then you have glass. :-)
Associate Steve Acaster
[YorkshireRifles.com]
Just UVmap a "glass texture" with an alpha channel and write a material file for it. There seems to still be a few issues with transparency, so play around with the settings in the Material Editor.
I'm currently using the following for an amber coloured reinforced saftey glass.
new Material(glass_amber) { mapTo = "glass_amber"; pixelSpecular[0] = true; specular[0] = "0.76 0.5 0.01 0.5"; specularPower[0] = 16; diffuseMap[0] = "art/shapes/afb/glass_amber"; materialCategory = "Uncategorized"; translucent = 1; translucentBlendOp = LerpAlpha; translucentZWrite = 0; alphaRef = 0; alphaTest = "0"; emissive[0] = "0"; castShadows = "0"; };I also use "Add" BlendOp quite a bit. Sub and Lerp are pretty indistinguishable from each other.