Is there a sneaky script or way to make transparent textues solid state (like the leave images on linden trees)?
i know the viewer has code to read if an image is solid state or not.
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Chaos Markstein
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03-19-2008 11:24
Is there a sneaky script or way to make transparent textues solid state (like the leave images on linden trees)?
i know the viewer has code to read if an image is solid state or not. |
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
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03-19-2008 11:25
to make alpha transparency into non-transparency? nope, don't believe so
ETA:: Oh wait.. to make textures solid like linden trees? Like the actual solid-ness of em? No.. if we could do that we would have more variety in trees =P _____________________
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Ray Musketeer
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03-19-2008 11:28
Not positive but I think I remeber hearing they were made in Maya
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Qie Niangao
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03-19-2008 11:33
I'm guessing this is about reducing the alpha-sorting problem for 24-bit textures... which I don't know how to do on a per-texture basis (and yes, Linden plants--I think created in SpeedTree, but could be wrong--somehow have way less alpha-sorting problems than regular 24-bit textures). *However* I've stumbled on Advanced / Rendering / Fast Alpha; with that unchecked, it seems like the alpha-sorting problem is dramatically reduced, at least for my viewer / driver / card combo.
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Anti Antonelli
Deranged Toymaker
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03-19-2008 11:33
Call me old-fashioned, but I'll always prefer the natural warmth of vacuum tube textures.
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Straif Ash
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03-19-2008 11:43
Call me old-fashioned, but I'll always prefer the natural warmth of vacuum tube textures. Class-A biased at that. I like my trees to get *hot*. |
Imnotgoing Sideways
Can't outlaw cute! =^-^=
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03-19-2008 12:08
Call me old-fashioned, but I'll always prefer the natural warmth of vacuum tube textures. ![]() _____________________
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Chaos Markstein
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03-19-2008 12:13
i think solid alpha images would look better for a lot of things in SL (like a chain link fence for example)
i know for a fact it will be included in the new materials editor (when it finally comes out) |
Desmond Shang
Guvnah of Caledon
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03-19-2008 12:15
The alpha ordering texture problem (flickering) *can* be solved in certain ways, and has been.
If anyone doubts me, port into Caledon Glengarry and check out Aminom's trees that are all over the place there. Highly, highly complex transparencies in a way that normally 'triggers' the opengl alpha sort order bug - but in this case, no flicker whatsoever. At least, nobody's been able to see any yet, and if the method is true (and I think it is) there won't be any to find. As for how it's done: I know the theory (another extremely talented friend explained it to me - I'm guessing there are probably less than 5 on the grid that know how), but it's not a secret for me to spill. Another dazzling side effect: check out the primcount of the trees. Chaos, this is a *massive* hint... you are on your own for the rest. Good luck sir ![]() _____________________
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Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
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03-19-2008 12:50
It can be gotten around a number of ways.
One way is to layer non-alpha prims in-between the alpha layers. Kinda tough to do in some cases, though, even if you use the invisiprim textures (which are not alpha). Another method is to use a higher "angle of incidence" where two alpha layers intersect. |
Subversive Vavoom
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03-19-2008 13:01
does hollowing, texturing the hollow with a nonalpha, and then 'hiding' that hollow help at all?
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Qie Niangao
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03-20-2008 07:02
The alpha ordering texture problem (flickering) *can* be solved in certain ways, and has been. If anyone doubts me, port into Caledon Glengarry and check out Aminom's trees that are all over the place there. Highly, highly complex transparencies in a way that normally 'triggers' the opengl alpha sort order bug - but in this case, no flicker whatsoever. At least, nobody's been able to see any yet, and if the method is true (and I think it is) there won't be any to find. |
Qie Niangao
Coin-operated
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03-20-2008 07:12
does hollowing, texturing the hollow with a nonalpha, and then 'hiding' that hollow help at all? If by "hiding" you mean forcing the hollow surface full-alpha... that actually might be worth trying. I've noticed (I think) that surfaces with low alpha values seem somewhat less apt to trigger the effect than are 24-bit textures... though I can't explain how that can possibly be true, at least with my incomplete knowledge of OpenGL rendering. |
Cristalle Karami
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03-20-2008 07:16
Try asking this question in Texturing Tips, since Chip & Chosen haven't popped in here lately.
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Lee Ponzu
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03-20-2008 09:15
I'm guessing there are probably less than 5 on the grid that know how), but it's not a secret for me to spill. QUOTE] What are we, magicians now? Houdini's taking our secrets to the grave. _____________________
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Qie Niangao
Coin-operated
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03-20-2008 10:05
What are we, magicians now? Houdini's taking our secrets to the grave. ![]() /me thinks it would be much simpler to just sequence the damned Scotch Pine genome and be done with it. ![]() |
Marianne McCann
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03-20-2008 10:13
![]() I'd be afraid to put them out, lest someone walk up an actually view them! ![]() Mari _____________________
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Darien Caldwell
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03-20-2008 12:24
![]() That just makes me want to get one and spill the beans. You can't stop someone from reverse engineering something, no matter how thick your jargon. Even if (and that's a big if) they had this technique patented, that wouldn't stop you from doing something similar, and certainly wouldn't stop you from talking about how it's done. _____________________
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Desmond Shang
Guvnah of Caledon
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03-20-2008 13:32
Hey, Caledon's got its tree species and I'm keeping my mouth shut.
Sure, people will eventually learn... maybe. I suppose I could write a beginner's guide to land barony, too! Aminom earned it; if he figured it out, well, everyone else can too. It's a fair playing field. I kind of worry when everyone is keen on laying bare whatever a diligent, hardworking content creator works hard to find out. There's something icky about that. * * * * * I had written an object rezzer back in 2005 that perfectly rezzed multi link set houses, and had been offered TONS of $L for it. Turned it all down; made about $L 250k off it via the houses and with a little extra from other sales I got the first Caledon region. Well here is the rezzer secret: take the 'hello avatar' base script, replace it with an llRezObject command and drop the composite object into the prim doing the rezzing. That was it - in less than 25 words! $L 250k sekr1t in 2005. Forum one-liner in 2008. And just as stupid as it was in 2005, and anyone using their head could have figured it out in 2003. Or already knew and didn't care (most scripters already knew OF it but not how to apply it to make $L). * * * * * Re: the trees - Qie, I'm surprised you can see anything at all, but don't doubt you. It's still a night-vs-day difference compared to making that using ... the usual tricks, from all feedback I've heard and personally seen for myself. Yours is the first report of flicker; I've had maybe 2 dozen people looking. And it's priceless when people check the primcount, I swear about ten people were stunned to silence by that, then tried to pry it outta me by any means possible. an I iz not talkingz... _____________________
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Qie Niangao
Coin-operated
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03-20-2008 14:19
Qie, I'm surprised you can see anything at all, but don't doubt you. And it's priceless when people check the primcount, I swear about ten people were stunned to silence by that, then tried to pry it outta me by any means possible. an I iz not talkingz... ![]() The whole thing about "spilling the beans" is knowing what "reverse engineering" means in the EULA. For example, I know a whole lot more about these things having looked at the surface texture repeats in the Editor (never mind the sculptmap). Knowing what I do about how sculpties work, I'm pretty confident I could replicate the technique now, with a bit of trial-and-error. And it's damned tempting, too--not necessarily for making plants, but maybe for less representational art. Ordinarily, we'd call that "learning" but in this case such inspection and follow-on exploration might qualify as "reverse engineering" in violation of the EULA. So, it's less like expecting you to write a book on land barony than it is like finding oneself suddenly bound by a non-reciprocal NDA covering everything one might come to observe about the care and feeding of Caledon. |
Chosen Few
Alpha Channel Slave
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03-20-2008 14:29
I haven't seen these magical trees of which everyone here is speaking. But since reading this thread, I'm now envisioning a way to make one-prim sculpted trees. If one is clever with texturing, and aware of some of the techniques for making "sculptiples", I could see a pretty good tree being made from a single prim. I have no idea if that's what you guys are talking about or not, but I do appreciate the inspiration.
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Marianne McCann
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03-20-2008 14:37
I haven't seen these magical trees of which everyone here is speaking. But since reading this thread, I'm now envisioning a way to make one-prim sculpted trees. If one is clever with texturing, and aware of some of the techniques for making "sculptiples", I could see a pretty good tree being made from a single prim. I have no idea if that's what you guys are talking about or not, but I do appreciate the inspiration. ![]() I've seen a selection of sculpted trees in 1 (or slightly above 1) prim in the Kenroku sim. I wasn't totally sold on the texturing, else I think I'd have spent a lot of lindens. Mari _____________________
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Nika Talaj
now you see her ...
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03-20-2008 16:58
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3Ring Binder
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Wow!
03-20-2008 17:06
that looks amazing!
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Qie Niangao
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03-20-2008 18:03
Are these the trees in question? /53/fd/182727/17.html#post1915329/53/fd/182727/17.html#post1915329 Damn nice trees for 2 prims! . |