Translucency.
by Chris Byars · in Torque Game Engine Advanced · 07/24/2006 (8:18 pm) · 29 replies
Figured I should make an actual thread for this rather than tacking onto others.
Translucency still does not render correctly if there's many translucent objects in a scene (like precipitation). If I rotate the view to view the player, the muzzle animation's full texture will render (including the black, which should be transparent), as seen in this age-old video that was posted on the TSE MS 3.5 release thread, and many other translucency threads I hijacked ;) . This problem appears on my translucent projectile, and translucent mesh explosion that appears where bullets strike, if precipitation or many translucent objects or particles exist in the scene.
Note that particles render perfectly fine; it's just meshes' translucency.
Also note, I have everything set up correctly [materials, meshes, code (stock) ].
This has been an issue ever since TSE began: translucent meshes don't stay translucent sometimes. It's not a serious bug, but it does make things look like crap. :)
Translucency still does not render correctly if there's many translucent objects in a scene (like precipitation). If I rotate the view to view the player, the muzzle animation's full texture will render (including the black, which should be transparent), as seen in this age-old video that was posted on the TSE MS 3.5 release thread, and many other translucency threads I hijacked ;) . This problem appears on my translucent projectile, and translucent mesh explosion that appears where bullets strike, if precipitation or many translucent objects or particles exist in the scene.
Note that particles render perfectly fine; it's just meshes' translucency.
Also note, I have everything set up correctly [materials, meshes, code (stock) ].
This has been an issue ever since TSE began: translucent meshes don't stay translucent sometimes. It's not a serious bug, but it does make things look like crap. :)
#22
10/25/2006 (5:18 pm)
From that video, it looks like the impacts are rendering incorrectly when the trees come into view. Are the impacts .dts files? Are you using special tree rendering code? Try placing one of those impacts as a static shape and then move the camera around and see what else is in view when they look wrong.
#23
1. Yes.
2. No.
3. Video.
Evaluation results: Empty mission, plus individual items one at a time below, in view. Yes where problem occurs, outlined in video above as well.
1. Precipitation: Yes
2. Trees: Yes
3. Nothing but sunlight, terrain, and me (AKA no mission translucent objects): No.
11/24/2006 (7:39 am)
Quote:From that video, it looks like the impacts are rendering incorrectly when the trees come into view. Are the impacts .dts files? Are you using special tree rendering code? Try placing one of those impacts as a static shape and then move the camera around and see what else is in view when they look wrong.
1. Yes.
2. No.
3. Video.
Evaluation results: Empty mission, plus individual items one at a time below, in view. Yes where problem occurs, outlined in video above as well.
1. Precipitation: Yes
2. Trees: Yes
3. Nothing but sunlight, terrain, and me (AKA no mission translucent objects): No.
#24
01/02/2007 (12:31 pm)
I still can not reproduce this. Are you sure you're setting the correct blendOp? We changed ours, but not all of them and I tried a few.
#25
01/02/2007 (12:45 pm)
Not sure what blendOp it's supposed to be at, but the materials look like the ones Brian Ramage posted above, translucentBlendOp = Add;
#26

Somehow there was another material conflicting. Set them all to "Add" and like magic, the problem is irreproduceable.
01/02/2007 (1:39 pm)

Somehow there was another material conflicting. Set them all to "Add" and like magic, the problem is irreproduceable.
#27
01/02/2007 (2:04 pm)
Good thing C2. Thanks for the solution :)
#28
01/04/2007 (3:55 pm)
I knew it! ;) I believe that the console output does complain when there are conflicting Materials, so keep and eye on that.
#29
01/08/2007 (12:39 pm)
I actually did see a message saying something to the likes of "Warning: Overwriting material data for _______" But silly me shrugged it off. :)
Torque Owner Chris Byars
Ion Productions