Exporting Two-Sided Alpha: Depth Problem
by Chris Ushko · in Artist Corner · 09/21/2006 (2:05 pm) · 15 replies
I've been through all the documentation I could find on the subject but I'm still having no luck with this. I understand that initially, Torque renders only the one side of the object unless two-sided is specified. But when I do that, the backfaces render themselves in front.
Using the simpleShapeAlphaBase tutorial as an example, when I export from Maya to Torque, the H in the back overlaps the A in the front as if Torque can't properly determine the depth of the faces.
I've been having this problem for months now and if anyone has any idea what's going on or how to fix it, I'd really appreciate the help.
Using the simpleShapeAlphaBase tutorial as an example, when I export from Maya to Torque, the H in the back overlaps the A in the front as if Torque can't properly determine the depth of the faces.
I've been having this problem for months now and if anyone has any idea what's going on or how to fix it, I'd really appreciate the help.
About the author
#2

And what it should look like as shown in Maya:
09/22/2006 (7:12 am)
Well, here's an example using a two-sided simpleShapeAlphaBase in Torque. 
And what it should look like as shown in Maya:
#3
09/22/2006 (8:25 am)
Yes i have seen the same thing with plant life using Alpha textures whats your details value set at ?
#4
09/22/2006 (8:59 am)
Details are initially set at 2, but changing them to something like 4 to 256 doesn't seem to have an effect.
#5
09/22/2006 (12:31 pm)
Chris have you tried rotating the object before exporting it to see if the 'A' shows up in front then? I've noticed with milkshape exporting, that exported models are usually rotated 180 degrees about the vertical axis. Im not sure if this is the case with maya.
#6
fosters.realmwarsgame.com/maxdts/section1.html <- full helpfile
09/22/2006 (1:23 pm)
Select the SimpleShape and prepend the name of the object with "SORT::". It should now be names "SORT::SimpleBox2" This will tell the exporter that this object may have trouble sorting ande it will take extra steps to ensure it sorts correctly. Re-export the shape . It now sorts correctlyfosters.realmwarsgame.com/maxdts/section1.html <- full helpfile
#7
Anyway, I figured out a more roundabout way to fake what I'm doing by breaking up my model into several segmented objects and then applying a new material with the same texture but without the transparency to all the areas I don't need an alpha on and making them two-sided. Then I made the base of the object (which is see-thru like the top) a seperate export all together, so I can place it manually inside Torque and it won't bleed through.
Like I said: roundabout; but it should work.
Thanks everyone!
09/22/2006 (4:12 pm)
Unfortunately, the SORT:: command only work for 3DSMax and Milkshape, and rotating the object doesn't have any effect either. I got to thinking that maybe there was something similar to the SORT command that I could put in the CFG file to export it properly, and that's when I stumbled across this thread explaining how Maya can't properly sort z-depth when exporting translucent objects (curses!)Anyway, I figured out a more roundabout way to fake what I'm doing by breaking up my model into several segmented objects and then applying a new material with the same texture but without the transparency to all the areas I don't need an alpha on and making them two-sided. Then I made the base of the object (which is see-thru like the top) a seperate export all together, so I can place it manually inside Torque and it won't bleed through.
Like I said: roundabout; but it should work.
Thanks everyone!
#8
Bad link
09/22/2006 (5:54 pm)
Akio fixed the maya exporter letting you set the translucent additive' and 'subtractive' transparency settings of you mesh this mite help he just has maya 5 an 6.5 here and yes there are newer versions for 7,8 Bad link
#9
09/23/2006 (3:21 pm)
This is funny i ask Akio about the SORT:: command he said it already part of the maya exporter should work.
#10
09/25/2006 (7:25 am)
Ummm... I think the link you gave me has some bad links on it. I tried to download the 6.5 Exporter and it kept referring me to adult sites.
#11
09/25/2006 (7:37 am)
Lol your right what version you need emal me ill forward it to you ...dmac155 at Gmail.com i sent off a email to tell him his old links are bad by the way..
#12
On top of getting the new plug-in, I also had to modify the Transluscence setting on the material attributes in order for it to export properly.
Dave, I thank you for all your help. I really appreciate it. Hope you didn't have to go through too much trouble over this.
09/26/2006 (8:59 am)
It works! It works! It works!On top of getting the new plug-in, I also had to modify the Transluscence setting on the material attributes in order for it to export properly.
Dave, I thank you for all your help. I really appreciate it. Hope you didn't have to go through too much trouble over this.
#13
09/26/2006 (9:27 am)
Np ...Yes that plugin lets you set the Transluscence value in material attributes theres a number of fixs in it..
#14
Is there a documentation for this plug-in? I'd like to know what else I can do with it.
09/26/2006 (12:28 pm)
Hmmm... guess I was wrong. There's still smaller polygons bleeding through and using SORT__ only makes it worse. Oh well, it's working well enough for what I'm doing if I cut a couple corners.Is there a documentation for this plug-in? I'd like to know what else I can do with it.
#15
While there is a TDN article explaining this. it doesn't help. Sort works , but only for small objects. because it increases poly count ALOT. And doesn't help object that are seeing themselves.
Rules for using transparencies in torque.
1. Don't.
2. If you do, make sure you cant see another transparent object, even if the object is on another object just placed next to it in the engine.
3. Use sort if you can... if you cant your out of luck (lightwave users and everything but MAX or milkshape).
4. Use object hierarchy to sort the order transparencies are rendered in. Be warned, you can now only look at this object in one direction, all the other directions will have problems still.
5. If you do the above, you MUST use a separate transparent texture for each "layer", if you use the same texture on branch 1 that you used on branch 2 it will still be broken. You need a texture for each, and never include a transparent area in a texture that has solid parts. It will be affected also. Separate them.
6. Use only transparent textures that are bland, and have no distinct features about them to minimize the appearance of the issue.
According to GG this isn't broken.
But, this is why you see most torque games as barren wastelands. Or, if they have trees, they have no foliage, or have only one color in them.
Last but not least, there is nothing you can do about your shape above. If the transparent object can see its self threw any line of sight, you will have this error.
/flame shield on
09/26/2006 (1:43 pm)
This isnt a problem with exporters. Its a problem with Torque.While there is a TDN article explaining this. it doesn't help. Sort works , but only for small objects. because it increases poly count ALOT. And doesn't help object that are seeing themselves.
Rules for using transparencies in torque.
1. Don't.
2. If you do, make sure you cant see another transparent object, even if the object is on another object just placed next to it in the engine.
3. Use sort if you can... if you cant your out of luck (lightwave users and everything but MAX or milkshape).
4. Use object hierarchy to sort the order transparencies are rendered in. Be warned, you can now only look at this object in one direction, all the other directions will have problems still.
5. If you do the above, you MUST use a separate transparent texture for each "layer", if you use the same texture on branch 1 that you used on branch 2 it will still be broken. You need a texture for each, and never include a transparent area in a texture that has solid parts. It will be affected also. Separate them.
6. Use only transparent textures that are bland, and have no distinct features about them to minimize the appearance of the issue.
According to GG this isn't broken.
But, this is why you see most torque games as barren wastelands. Or, if they have trees, they have no foliage, or have only one color in them.
Last but not least, there is nothing you can do about your shape above. If the transparent object can see its self threw any line of sight, you will have this error.
/flame shield on
Torque Owner Dave MacIsaac