Blending, texture "overrule"

Discussion in 'Car Modding' started by Bjørn, Jul 30, 2015.

  1. Bjørn

    Bjørn Registered

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    Hello everyone I'm having some trouble with a texture/gmt (carbody) being BEHIND another texture/gmt (red light flare) yet it "shines through" or overrules the texture in front of it

    On the carbody, the object behind I've played around with colour/transparance > blending settings (source blend, dest blend and blend result) and I've kind of lost hope with my lack of knowledge...

    Can anyone point me in the right direction or spare a few tips? :)
    [​IMG]
     
  2. WiZPER

    WiZPER Registered

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    If you are talking about two different alpha transparent materials overlapping, you need to set the alpha sorting correctly (higher value, higher priority) - or they will fight for "being on top".

    But not sure I understood correct.
     
    Last edited by a moderator: Jul 30, 2015
  3. Bjørn

    Bjørn Registered

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    Hey Tomas, thanks for replying...

    The flare I think has to be set to glow
    [​IMG]
    so I don't reckon that's changeable, so it has to be the body that has to blend "less aggresively", right?
    [​IMG]
     
  4. WiZPER

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    You need to explain what 'body' covers, same for 'glow', which shaders you are using and what you seak to achieve.

    To be clear, 3dsimed does not support custom shaders. I see no good use for the original flare shader.

    It looks like rear/brake light, so don't understand the 'body' part ?
     
  5. Bjørn

    Bjørn Registered

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    Yeah sorry for calling it body, it is rear brake lights, but they were on the body so I went to call it body :)

    The body/rear brake light is using T1 shader... I changed it T1 from bump specular map T1 hoping it might help avoiding the ghosting through the brake light flare... Didn't change anything though...

    What I seek to achieve is the body/brake light to just stay normal and behind, not interfering/ghosting through the flare.
     
  6. WiZPER

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    Again, if you are using TWO materials using alpha transparency (as in the level of tranparency defined by alpha channel) you need to set the "alpha sorting" correctly - higher value=higher priority

    But I think that you misinterpret the blend settings, they are really to dictate how the shader behaves within THE material - not (directly) how it interact with others.

    Zero/Zero is an odd blend setting.

    This would be a "standard" T1 alpha material setting:
    Regular_T1_Alpha.jpg

    "Alpha Sort Offset" is optional, but required in case of what I mentioned above...
     
    Last edited by a moderator: Aug 1, 2015

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