Transparency Halos?
by Mitovo · in Torque Game Engine Advanced · 10/26/2013 (3:50 pm) · 4 replies
Hello,
Quick question. I've tried figuring this out and am at a loss. So, maybe/hopefully someone here can shed some light on this one for me..
I'm creating some of the basic assets for a small village area, and in setting up a kind of "staging set", I happened to notice some weird artifacts on the tree leaves. The model it's on is a placeholder 'til I can create my own. But, I'd like to know what causes that halo effect so I can be sure to avoid it when working on my own stuff...
If someone can help me out, that'd be much appreciated. Thanks!
Click the thumbnail below for larger version..

Quick question. I've tried figuring this out and am at a loss. So, maybe/hopefully someone here can shed some light on this one for me..
I'm creating some of the basic assets for a small village area, and in setting up a kind of "staging set", I happened to notice some weird artifacts on the tree leaves. The model it's on is a placeholder 'til I can create my own. But, I'd like to know what causes that halo effect so I can be sure to avoid it when working on my own stuff...
If someone can help me out, that'd be much appreciated. Thanks!
Click the thumbnail below for larger version..

About the author
#2
Those particular trees is the first time I've seen that issue, in either TGE or TGEA. That's why it jumped out at me.
10/27/2013 (8:13 pm)
Interesting. So, when I'm creating models with transparency, I'll have to add a SORT:: command at some point in the pipeline from the modeler to the engine?Those particular trees is the first time I've seen that issue, in either TGE or TGEA. That's why it jumped out at me.
#3
tdn.garagegames.com/wiki/DTS/3dsmax/Z_Sorting_Explained
Ron
10/28/2013 (4:32 am)
Yeah, sort of (the SORT:: is actually used in the object naming convention) here is a short article that explains what is going on (It's from TDN):tdn.garagegames.com/wiki/DTS/3dsmax/Z_Sorting_Explained
Ron
#4
Either way, good to know!
Odd that it seems specifically linked under the 3DSMAX section. I don't recall seeing it elsewhere, though it seems like it could apply to any 3D program.
Either way, thanks for that page!
10/28/2013 (8:49 pm)
Ahh okay, very good article. It looks like Hierarchal Linking could be a good solution to it. The SORT:: option (if I understood it correctly) looks like it should be used sparingly, since it multiplies the number of faces.Either way, good to know!
Odd that it seems specifically linked under the 3DSMAX section. I don't recall seeing it elsewhere, though it seems like it could apply to any 3D program.
Either way, thanks for that page!
Associate Ron Kapaun
3tdstudios.com
Ron