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Material texture definition and alpha-channel transparency

Pertti Paasky
Expert
Hi there!
I tried to make tree objects that include their bitmaps using a code like in the AC 18 library tree object:

DEFINE TEXTURE "TextureTree3D" 1, A, B, 1, 0
DEFINE MATERIAL "TreeMat3D" 20,
0, 0, 0,
0.58, 0.85, 0.2, valueOpacity,
50,
0,
0.878401, 0.513481, 0.412253,
0, 0, 0,
0,
ind(fill, "emptyFill"), 1,
ind(texture, "TextureTree3D")

The pictures are saved in the object and the code refers them by number
(DEFINE TEXTURE "TextureTree3D" 1, A, B, 1, 0)

So I saved a .png bitmap with alpha channel as an object and added this code. It worked but the alpha channel transparency was not found.

Did I miss something? Or is there a special way to save pictures in objects for this purpose? (ref. GDL manual page 213)

I think it is convinient to save bitmaps together with objects, but they need to be transparent.
- AC-24 FIN - WIN 10 - HP Zbook -
“A winner is just a loser who tried one more time.”
George M. Moore, Jr.
2 REPLIES 2
Anonymous
Not applicable
Hello,

Have you tried;
PICTURE name, a, b, mask
It has a transparency mask.

Can't test right now, but possibly allows
picture index instead of the name string.
Pertti Paasky
Expert
Hi Juha!
It is necessary to have polygons, not a picture because I want to export the 3d model to other programs like Renderlights. Picture has no polygons...
There are also other problems: if you define more than one material there is a change that you get no textures. In that case changing the names of the materials brings textures back to life. Anyway GS tree object seems to work fine, also .skp export is doing fine. But when I use self-coded materials , the export fails.
- AC-24 FIN - WIN 10 - HP Zbook -
“A winner is just a loser who tried one more time.”
George M. Moore, Jr.

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