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White halos on transparent prims

Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
06-10-2006 09:29
I don't have a problem preventing the white halo issue when I create a texture using an alpha channel - or at least, I didn't think I did. My normal method is simply to create a background layer in PS7 that is a few shades darker than my texture before I create the alpha. It seems to work pretty well and doesn't get too complicated.

Now I'm trying to do something else. I have a hollow prim cone that I've tapered and I apply a 50% gray alpha to the texture so it's sheer, but the bottom edge of the skirt is scalloped (eg, doesn't completely fill the prim cone). When the texture is applied to the prim, the edges of the skirt scallops look great - no halo. But the bottom edge of the prim itself shows the same white halo we're familiar with in most alpha channels.

I dropped a transparent texture onto the bottom edge of the prim and it helped a little, but I'm still left with a visible white ring where the bottom of the skirt prim should be. I'm unsure whether this is an alpha channel issue or a prim issue, though I suspect the former. The question is, how do I get rid of it, or can I?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
06-10-2006 11:06
Assuming the texture itself was made properly, what you might be seeing is the top of the texture wrapping around the bottom of the prim. This is a problem with how SL applies textures to objects, a very old annoyance that I really wish they would have done something about by now. Try setting the repeats per face to .99 instead of 1 (or maybe .95 or so, depending on how severe it is). Usually that will get rid of the problem.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
06-10-2006 11:16
From: Chosen Few
Assuming the texture itself was made properly, what you might be seeing is the top of the texture wrapping around the bottom of the prim. This is a problem with how SL applies textures to objects, a very old annoyance that I really wish they would have done something about by now. Try setting the repeats per face to .99 instead of 1 (or maybe .95 or so, depending on how severe it is). Usually that will get rid of the problem.

Wow, that's all it took, Chosen! Thank you very much!

Another day, another byte of knowledge for my poor widdle cwanium :)
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