alpha material

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aliensigns
Posts: 3
Joined: Fri Nov 24, 2006 9:52 pm

alpha material

Post by aliensigns » Sat Jan 20, 2007 3:58 am

hello,
i need help for creating alpha material.
i've see an example of blend material....but how i do in blender this material?
is this possible an example of a creation of this material with image (like a tut?)

thank you of all and sorry for my bad english (i'm italian)

aliens

Bandar
Posts: 22
Joined: Tue Dec 12, 2006 5:15 am
Location: Berlin, Germany
Contact:

Post by Bandar » Sun Jan 21, 2007 2:04 pm

It is not possible to use a real alpha material. But there is a workaround now:

1. Make one material, that shoul "show up"
2. Make a second "null" material (<null_material/>)
3. Make a 3rd material, that blends mat1 and mat2 using a map, that tells indigo, where which material should show up. Since mat2 is "null", you get alpha.

Sorry, if my description is not very clear, but its late and my english went to bed already :oops:

aliensigns
Posts: 3
Joined: Fri Nov 24, 2006 9:52 pm

thanks

Post by aliensigns » Tue Jan 23, 2007 9:16 pm

thank bandar.....but i don't understand if there is not an example with some images.......i don't know how to make a null material and then blend with the 3 material.......

thanks

Bandar
Posts: 22
Joined: Tue Dec 12, 2006 5:15 am
Location: Berlin, Germany
Contact:

Post by Bandar » Tue Jan 23, 2007 9:27 pm

You have to code it by hand I guess...

like this:

Code: Select all

<material>
   <name>a</name>
	<phong>
              <nk_data>nkdata/ag.nk</nk_data>
              <exponent>1000</exponent>
         </phong>
</material>

<material> 
   <name>b</name>
         <null_material/>
</material>

<material>
   <name>pseudoplphamat</name>
	<blend>
		<a_name>a</a_name>
		<b_name>b</b_name>
		<blend_factor>0.5</blend_factor>
		
		<blend_map>
			<uv_set>uv</uv_set>
			<path>pseudoalphamap.jpg</path>
			<exponent>1.0</exponent>
		</blend_map>
	</blend>
</material>
So "pseudoalphamap.jpg" is your alphamap, applied as an uv texture (you can do that in blender and export).
Material "a" is the material, that shows up where no transparency is (could be any material, also a uv mapped one.
Material "b" is your "nullmaterial" - which means, there is no material - which means your object is transparent.

Hope, that helps a bit.

Bandar
Posts: 22
Joined: Tue Dec 12, 2006 5:15 am
Location: Berlin, Germany
Contact:

Post by Bandar » Tue Jan 23, 2007 9:28 pm

You have to code it by hand I guess...

like this:

Code: Select all

<material>
   <name>a</name>
	<phong>
              <nk_data>nkdata/ag.nk</nk_data>
              <exponent>1000</exponent>
         </phong>
</material>

<material> 
   <name>b</name>
         <null_material/>
</material>

<material>
   <name>pseudoplphamat</name>
	<blend>
		<a_name>a</a_name>
		<b_name>b</b_name>
		<blend_factor>0.5</blend_factor>
		
		<blend_map>
			<uv_set>uv</uv_set>
			<path>pseudoalphamap.jpg</path>
			<exponent>1.0</exponent>
		</blend_map>
	</blend>
</material>
So "pseudoalphamap.jpg" is your alphamap, applied as an uv texture (you can do that in blender and export).
Material "a" is the material, that shows up where no transparency is (could be any material, also a uv mapped one.
Material "b" is your "nullmaterial" - which means, there is no material - which means your object is transparent.

Hope, that helps a bit.

aliensigns
Posts: 3
Joined: Fri Nov 24, 2006 9:52 pm

thanks 2

Post by aliensigns » Tue Jan 23, 2007 9:36 pm

ok thank bandar for explanation......but the question is: in blender is possible to create this material?

or i do this make a modification of xml code?

thanks

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