Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Visible Edges on Transparent Textures

Thumdar Yaffle
Registered User
Join date: 10 Jun 2005
Posts: 24
12-20-2005 17:36
I am trying to make items using partially transparent textures (alpha channels) but I always see the edges on the textures, even where it's supposed to be transparent. I have tried to make a picture frame that has partially wavy edges but I still see the outside edges from the texture.

I've been wondering how people make trees. I notice there are 3 or four uses of the same texture, but I never see the outside edge from the texture.

Help please...
kornation Bommerang
cant spell, wont spell
Join date: 13 Jan 2005
Posts: 125
12-20-2005 17:53
hmm could it be that u have the texture on those edges of the prims aswell?

when u put a partially trans pic on a prim - on all sides - then flatten it to 0.001 the sides will show up cause in that 0.001 the prim edge is trying to show the whole picture (the visable parts aswell)

simply make the entire prim trans - then the 2 sides u want the part trans pic on use 'select texture' and only put the part trans pic on them.
_____________________
Live Life Lagged (tm)
Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
12-20-2005 23:28
Two possible causes:

1) As kornation says, you have a texture on the prim edge; widen the prim, put a 100% transparent texture on the edges, flatten it again.

2) You are getting wrap-around, where the texture is transparent on one edge and not the other. To fix this either make a 1 pixel transparent edge all around the texture or change repeats per face to 0.99.
Nyx Divine
never say never!
Join date: 11 Dec 2004
Posts: 1,052
12-21-2005 09:53
Just last week a friend helped me w/ this problem. I was making an Xmas tree....used a targa and edges were transparent, but I still had a green lines around my tree where the edges of the prims were.

She took my texture back into photoshop and ran the eraser around the edge of the texture, I guess I had an edge there that I was unaware of. Worked like a charm.

If all else fails give that a whirl too.

Good luck :)
_____________________
Yes Virginia there is an FIC!

If someone shows you who they are.....believe them!

Don't be afraid to go out on a limb, because that's where the fruit is!
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
12-21-2005 10:18
There is a weird texture buglette that has been present forever; thanks to Kharmon Fate for showing me the workaround.

The renderer will often (sometimes, always?) wrap the bottom edge of your texture up to the top. Take a simple example of a triangle with its base at the bottom and alpha'ed perfectly. Then put that on a prim an there should be only one yellow pixel visible at the top. However, the renderer wraps the bottom of the texture around to the top and you get the rightmost triangle in the example below (exaggerated for visibility). The easy solution, set the texture repeats on the affected face to 0.98 repeats per face. Problem gone.
Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
12-21-2005 12:14
From: Introvert Petunia
There is a weird texture buglette that has been present forever; thanks to Kharmon Fate for showing me the workaround.


I consider this a feature, rather than a bug. If this wasn't done there would be a visible seam between textures where prims touched, even if the texture tiles perfectly, because the interpolation present elsewhere on the texture would be missing.

You will also get a single dot from the bottom of a sphere on the very top (and vice versa) which arguably is a bug, since a sphere will arguably never be fluch with another sphere. It's not worth redoing tht texturing engine for though. :-)
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
12-21-2005 17:48
If you're referring to a visible outline around your cut-out (not around the square edges of the full texture), then it's a simple problem that can be fixed in photoshop via either of two methods.

Once you've selected an area to use as alpha, shrink the selection by 1 or 2 pixels before applying it to the alpha (you want the white part of the alpha to be slightly tighter than the black part.)

A better method is to use a background layer under your main cut-out. The color of the background should match the color of the cut-out edges. For instance, if the cut-out has a solid black border, then the entire background could be black. Otherwise, the color of the background needs to match the edge of the cut-out which it underlies. An easy way to get this effect, is to use the smear tool. Add your new background layer, then click the 'use all layers' option for the smear tool. Smear outwards around the edges of your cut-out.

Usually, you get a white outline around your cut-out because the transparent background of PS is converted to a white background when saved as a targa, combined with an alpha channel that may be slightly softened (maybe it was hand-painted or the selection was aliased or feathered). So you need to over-paint the cut-out edges to compensate.