Texture Alpha for Transparency in Depth Pass
Texture Alpha for Transparency in Depth Pass
Hi there,
i'm trying to do a depth pass of my scene which features some textured grids.
The textures have alpha channels that i'm picking and i'm linking those to the transparency of the grids phong shaders.
But when i do a depth pass with xsi's built in pass, it does not render the transparency of the grids.
This is due to xsi adding a constant material override in the depth pass.
I did a test scene that shows the problem, screenshots attached.
I've searched the net for some time now but could not find a solution.
I'm sure it could be done with ICE but i'm a total noob with that.
In maya it's just one klick in the camera ppg... darn it, i never liked maya.
Anybody?
Thanks,
cheers,
Chris
i'm trying to do a depth pass of my scene which features some textured grids.
The textures have alpha channels that i'm picking and i'm linking those to the transparency of the grids phong shaders.
But when i do a depth pass with xsi's built in pass, it does not render the transparency of the grids.
This is due to xsi adding a constant material override in the depth pass.
I did a test scene that shows the problem, screenshots attached.
I've searched the net for some time now but could not find a solution.
I'm sure it could be done with ICE but i'm a total noob with that.
In maya it's just one klick in the camera ppg... darn it, i never liked maya.
Anybody?
Thanks,
cheers,
Chris
-
- Posts: 253
- Joined: 17 Feb 2010, 15:13
Re: Texture Alpha for Transparency in Depth Pass
you need to do the picker thing on the Depth-Material.
to create your own depth material you could use the scalar_state node set to ray length.
in my example i go with the sprite node to involve the alpha.
to create your own depth material you could use the scalar_state node set to ray length.
in my example i go with the sprite node to involve the alpha.
SI 2015 @ WIN7-64
Re: Texture Alpha for Transparency in Depth Pass
Hi,
thanks to caledonian_tartan for the suggestion!
sorry for my late reply, had to switch to another project for a few days.
There are multiple objects in my scene that need alpha in the depth pass.
So i need to create an empty pass and in that pass i use your "Depth-Material" on all of my objects, right?
I'll try that right away, thanks for the rendertree!
cheers,
Chris
thanks to caledonian_tartan for the suggestion!
sorry for my late reply, had to switch to another project for a few days.
There are multiple objects in my scene that need alpha in the depth pass.
So i need to create an empty pass and in that pass i use your "Depth-Material" on all of my objects, right?
I'll try that right away, thanks for the rendertree!
cheers,
Chris
-
- Posts: 253
- Joined: 17 Feb 2010, 15:13
Re: Texture Alpha for Transparency in Depth Pass
ok. in this case i suggest this:
to use only one depth material:
the annoying thing now is, to put a texture map on all the objects that use a texture.
instead of the image node in my tree, connect a Color_Map_Lookup to the sprite matte and set it to texture map.
to use only one depth material:
the annoying thing now is, to put a texture map on all the objects that use a texture.
instead of the image node in my tree, connect a Color_Map_Lookup to the sprite matte and set it to texture map.
SI 2015 @ WIN7-64
Re: Texture Alpha for Transparency in Depth Pass
I'm not sure if i got you right.
If i render a simple color pass everything works fine with the transparency.
Do i add the "Color_Map_Lookup" to the "Background_Objects_Partition" Material or is object specific?
Or did i get it all wrong in the first place?
thanks,
cheers!
Do you mean by creating a material for the "Background_Objects_Partition" in a new pass?to use only one depth material:
The textures are actually already set up on the objects.the annoying thing now is, to put a texture map on all the objects that use a texture.
If i render a simple color pass everything works fine with the transparency.
Do i add the "Color_Map_Lookup" to the "Background_Objects_Partition" Material or is object specific?
Or did i get it all wrong in the first place?
thanks,
cheers!
-
- Posts: 253
- Joined: 17 Feb 2010, 15:13
Re: Texture Alpha for Transparency in Depth Pass
i think you almost got it.
the aim is to use only one depth material and look up the alpha from the objects texture map.
don't confuse the texture map property (what you need to set up for alpha-depth) with image textures used for all the materials in the main pass.
so, a good place to apply the depth material is on the Background_Objects_Partition, yes.
the "Color_Map_Lookup" to goes on the "Background_Objects_Partition" Material, the depth material, yes.
check out the scene i attached, including a default and depth pass. (you probably need to relink the two texture files...)
the aim is to use only one depth material and look up the alpha from the objects texture map.
don't confuse the texture map property (what you need to set up for alpha-depth) with image textures used for all the materials in the main pass.
so, a good place to apply the depth material is on the Background_Objects_Partition, yes.
the "Color_Map_Lookup" to goes on the "Background_Objects_Partition" Material, the depth material, yes.
check out the scene i attached, including a default and depth pass. (you probably need to relink the two texture files...)
SI 2015 @ WIN7-64
Re: Texture Alpha for Transparency in Depth Pass
Thanks for the scene, but i forgot to tell you, i'm still on v.2012 so i can't open it.
Is there any chance to save it in a "legacy" format for you or do another screenshot?
I understand what you're doing which is exactly what i need and it seems to be an elegant way.
Thanks!
Is there any chance to save it in a "legacy" format for you or do another screenshot?
I understand what you're doing which is exactly what i need and it seems to be an elegant way.
Thanks!
Re: Texture Alpha for Transparency in Depth Pass
i'm confused about the settings in the lookup node.
it seems like it wants me to select a specific object to pick the map from and not take all maps on all objects in consideration.
if i render i get a black image which i can turn white by changing values in the change_range node.
i think this works like the density/contrast sliders in si's own depth pass material, right?
but something's still not working right..
raydepth should be set high enough, it works fine for the default pass.
cheers!
it seems like it wants me to select a specific object to pick the map from and not take all maps on all objects in consideration.
if i render i get a black image which i can turn white by changing values in the change_range node.
i think this works like the density/contrast sliders in si's own depth pass material, right?
but something's still not working right..
raydepth should be set high enough, it works fine for the default pass.
cheers!
-
- Posts: 253
- Joined: 17 Feb 2010, 15:13
Re: Texture Alpha for Transparency in Depth Pass
the "color map lookup" node looks up the texture maps.
the texture maps need to be set up manually. they are not the same as the image textures you use in the default pass. it's a property.
(unfortunately) i only have 2015 over here.
the texture maps need to be set up manually. they are not the same as the image textures you use in the default pass. it's a property.
(unfortunately) i only have 2015 over here.
SI 2015 @ WIN7-64
Re: Texture Alpha for Transparency in Depth Pass
thanks for the screenshots.
i really need to do a fresh clean scene and try to replicate your scene.
i applied a texture map to the uppermost grid in my scene and set it up, but i still can only select weight or color maps in the lookup node.
shoudn't be texture maps available as soon as i create one on an object?
thanks a lot for your help so far!
i've to leave it for a few hours now but i hope i can get back to you later to sort things out.
cheers!
i really need to do a fresh clean scene and try to replicate your scene.
i applied a texture map to the uppermost grid in my scene and set it up, but i still can only select weight or color maps in the lookup node.
shoudn't be texture maps available as soon as i create one on an object?
thanks a lot for your help so far!
i've to leave it for a few hours now but i hope i can get back to you later to sort things out.
cheers!
-
- Posts: 253
- Joined: 17 Feb 2010, 15:13
Re: Texture Alpha for Transparency in Depth Pass
yes, the map should be available if there is a texture map on the object and the material asking for the lookup is applied to the object.
SI 2015 @ WIN7-64
Who is online
Users browsing this forum: No registered users and 25 guests