Using problem combine with CubeMap and DiffuseMap
by Enel · in Torque 3D Professional · 06/12/2011 (10:03 pm) · 11 replies
i'm using diffuse map that contain alpha channel and combine with cubemap ( sorry for not good english )
simple explain : DiffuseMap(with alpha) + CubeMap = Result
Non use cubeMap

diffuse Map

+
cubemap

= Result

look like good :)
but this method have a problem, diffuse map needs alpha channel put in all texture pixel.
for example what is problem
if you have torn texture that need alpha channel

but if use both that torn texture(have alpha channel) and cubemap, alpha channel have to put in all a torn textures but torn texture already have alpha channel.

i need cubemap Mask or cubemap layer
GG have support to do this?
simple explain : DiffuseMap(with alpha) + CubeMap = Result
Non use cubeMap

diffuse Map

+
cubemap

= Result

look like good :)
but this method have a problem, diffuse map needs alpha channel put in all texture pixel.
for example what is problem
if you have torn texture that need alpha channel

but if use both that torn texture(have alpha channel) and cubemap, alpha channel have to put in all a torn textures but torn texture already have alpha channel.

i need cubemap Mask or cubemap layer
GG have support to do this?
About the author
Recent Threads
#2
that is my problem..

if use combine cubemap, just one use alpha channel.. but i need two alpha channel
one is use torn texture, another use to combine cubemap
06/13/2011 (6:36 am)
sorry for weak explain..that is my problem..

if use combine cubemap, just one use alpha channel.. but i need two alpha channel
one is use torn texture, another use to combine cubemap
#3
06/13/2011 (8:08 am)
I think he's using the cubemap alpha as a "strength" map, but the cubemap is rendering to texture where the base should be transparent? The in-game shot looks ok, so maybe it is a problem in the material editor preview?
#4
Enel,..do you need 2 alpha channels in the diffuse texture ?
- You should be able to use the first alpha mask and it will just work for the effect you want. You would use the alpha channel of the cubemap to work it's strength.
The cubemaps work on lighting information(in AL), they do not depend alpha channels to render, but rather, where not to render.
(Note: I am very confused on where this may be heading.)
06/13/2011 (12:54 pm)
(Yeah, definitely tricky with the language barrier.)Enel,..do you need 2 alpha channels in the diffuse texture ?
- You should be able to use the first alpha mask and it will just work for the effect you want. You would use the alpha channel of the cubemap to work it's strength.
The cubemaps work on lighting information(in AL), they do not depend alpha channels to render, but rather, where not to render.
(Note: I am very confused on where this may be heading.)
#5
one is use to torn texture. another use to cubeMap Mask
so i need place to define cubeMap Mask texture
06/13/2011 (6:30 pm)
yes i need 2 alpha channels textureone is use to torn texture. another use to cubeMap Mask
so i need place to define cubeMap Mask texture
#6
In the Torque Material Editor for your model:
Layer 0 = Diffuse with Torn_Mask and Alpha on, normal, specular.
Layer 1 = Diffuse with Cube_Mask (Same as Torn_Mask, but with more alpha applied to the entire image to control cubemap levels) and Alpha on, normal, specular.
Now select your cubemap, and it should work. Playing with the alpha amount on the Cube_Mask texture will control the power of the cubemap.
06/13/2011 (7:36 pm)
Here's what you do:In the Torque Material Editor for your model:
Layer 0 = Diffuse with Torn_Mask and Alpha on, normal, specular.
Layer 1 = Diffuse with Cube_Mask (Same as Torn_Mask, but with more alpha applied to the entire image to control cubemap levels) and Alpha on, normal, specular.
Now select your cubemap, and it should work. Playing with the alpha amount on the Cube_Mask texture will control the power of the cubemap.
#7

Used:
pacific demo texture: art/environment/TalGras.png
It works properly on my systems.
Also; You do not need an alpha channel for a texture to receive a cubemap. ..and cubemaps will conform to an alpha mask within the diffuse texture.
//Edit: Perhaps Brian's post solves your issue ?
//Edit#2: I asked James Ford for a cubemap intensity slider, too bad he didn't add one. Perhaps I'll resource one soon.
06/13/2011 (7:44 pm)
then you would use the torn texture with the torn alpha, then simply add a cubemap to that T3D material. You do not need 2 alphas in 1 texture but rather 1 alphamask in the diffuse texture. Try it out;
Used:
pacific demo texture: art/environment/TalGras.png
It works properly on my systems.
Also; You do not need an alpha channel for a texture to receive a cubemap. ..and cubemaps will conform to an alpha mask within the diffuse texture.
//Edit: Perhaps Brian's post solves your issue ?
//Edit#2: I asked James Ford for a cubemap intensity slider, too bad he didn't add one. Perhaps I'll resource one soon.
#8
you can see what is different :)
your TalGras diffuse map color has all covered by cubemap
but my diffuse map color has remain.

06/13/2011 (9:23 pm)
@E.B.you can see what is different :)
your TalGras diffuse map color has all covered by cubemap
but my diffuse map color has remain.

#9
Layer mechanism is look like small Visual Material (such as Unreal3 Material system)
cubemap is go through by order such as layer0 -> layer1 -> layer2 -> layer3
so need to reverse Brian's think :)
layer0 : cube mask map
layer1 : diffuse alpha map
06/14/2011 (12:15 am)
I got itLayer mechanism is look like small Visual Material (such as Unreal3 Material system)
cubemap is go through by order such as layer0 -> layer1 -> layer2 -> layer3
so need to reverse Brian's think :)
layer0 : cube mask map
layer1 : diffuse alpha map
#10
You need two textures to control where the transparency and cube mapping are applied.
Each of these textures needs an alpha channel. One of the textures alpha channels will be for the amount of transparency and the other textures alpha channel will be for the intensity of the cube map.
In the material properties if you look just above "Basic Texture Maps", there is a drop down list with Layer0, Layer1, Layer2 and Layer3 in it.
Select Layer0 and then set your diffuse map to your texture that has the alpha channel for the transparancy. Go to the "Advanced (all layers)" section and turn on transparency as you normally would.
Now select Layer1 in the drop down list and set this diffuse map to your second texture with the alpha channel for the cube map strength.
Go down to the "Advanced (all layers)" section for this layer and turn on the cube map that you want.
Now your material will be using two seperate alpha channels, one for the transparency and one for the cube mapping.
Thanks Brian for pointing out the layers.
06/14/2011 (1:23 am)
What Brian said is correct, I've never noticed the multiple layers in the material editor before and thought this was something that couldn't be done in T3D.You need two textures to control where the transparency and cube mapping are applied.
Each of these textures needs an alpha channel. One of the textures alpha channels will be for the amount of transparency and the other textures alpha channel will be for the intensity of the cube map.
In the material properties if you look just above "Basic Texture Maps", there is a drop down list with Layer0, Layer1, Layer2 and Layer3 in it.
Select Layer0 and then set your diffuse map to your texture that has the alpha channel for the transparancy. Go to the "Advanced (all layers)" section and turn on transparency as you normally would.
Now select Layer1 in the drop down list and set this diffuse map to your second texture with the alpha channel for the cube map strength.
Go down to the "Advanced (all layers)" section for this layer and turn on the cube map that you want.
Now your material will be using two seperate alpha channels, one for the transparency and one for the cube mapping.
Thanks Brian for pointing out the layers.
#11
Glad it's sorted.
06/14/2011 (2:49 am)
ok, I thought you were simply trying to get the mask to work.Glad it's sorted.
Torque Owner TheGasMan
G.A.S. [+others]
The cubemap should only render within the diffuse map's alpha mask area...does this fail when both have an alpha ?
\\edit: I just checked cubemaps with alpha channels on alpha masked diffuse layers and it works on the base layer. ..so I'm not sure what you're asking.