2017-11-26 05:09 AM - last edited on 2023-05-24 08:26 AM by Rubia Torres
2017-11-26 08:39 AM
2017-11-26 02:54 PM
2017-11-26 02:57 PM
2017-11-27 01:42 AM
2017-11-28 02:37 AM
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2017-11-28 07:53 PM
Steve wrote:Agree. I would never model a perforated surface because of what the OP noted ... too many polygons (and a ton of work). This is the same thing as posted over many years - where people asked how to model chain link fencing, or window screens - and the answer is that you don't (or shouldn't) - that's what alpha masked surfaces are for.
So where did you move it A good way to do that is not modeling. You can cut those holes Rendering. link to some imageshttp://forums.cgarchitect.com/15503-new-moebius-ring-torolf-15.html
2017-11-28 07:59 PM
2017-11-28 10:40 PM
2017-11-29 02:29 AM
Bruce wrote:As far as I've managed to get, that hasn't changed and by how alpha texturing works, I wouldn't expect it to change. What would be nice though would be a way to produce a displacement channel from an alpha by inserting a delta value for 0% to 100% black.
When I last tried alpha masked surfaces for something similar (admittedly it was in AC13), the result was a zero-depth looking element. Good for things like what you have listed (fences, balustrades, window screens), Karl, but not really that good for elements with any real depth to them - especially if the render camera will be reasonably close.
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