Vertex Alpha Support Sunday, September 19, 2004
JTilo has contributed a new Max 6 exporter that outputs a modified version of .ase files that include vertex alpha data. The readme file includes instructions on modifying Ciphertool to process the vertex alpha.
You can download it from the usual place.
User Contributed Comments
rcortada 1st October, 2004 10:00
@ JTilo, before anything,
to appreciate the solution to the problem of vertex alpha,
fear that he/she wanted to use a while ago,
I mean that I have proven the system for you offered and it works to the perfection.
now then,
I have a problem of incompatibility with the following shader and the effect of fog,
does somebody know which the problem is and if there is solution?
* the shader that I use is the following one *
textures/terreno
{
sort 2.000
{
tex map textures/sandecla2M
blendfunc blend
rgbsrc vertex
alphasrc vertex
forcefog
}
{
tex map textures/caustic/p3/cm1
texsrc channel 2.000
blendfunc add
}
}
thank you
Ricard.
Edited 1st October, 2004 10:04
JTilo 1st October, 2004 14:00
@rcortada, this works for one scene I'm experimenting with, the "sort" command is important when dealing with geo with vertex color or alpha, and it setting depends on other geo and shaders that may cross it's view path. I'm curious to what differences the command "order" makes in shaders, I haven't fooled with them much, there's soooo.. many variations that you can do with them, but cool.
textures/mconc
{
sort 16.000
{
tex map textures/mconc
rgbsrc vertex
alphasrc vertex
blendfunc blend
forcefog
}
}
mmelo 1st October, 2004 14:19
Don't some (maybe old?) cards use vertex alpha to handle fogging? That could be it...
If my memory serves me right it was the difference in implementation between vertex and table fog.
Edited 1st October, 2004 14:46
rikh 1st October, 2004 17:00
Could be the "sort 2" - 8 is the default sort for normal geometry, so you are asking that your geometry is rendered before everything else. When you have transparency in a shader, it often helps to render it after other things, so that you can see the other things through it.
rcortada 2nd October, 2004 11:09
Hello to all,
@ Jtilo, the shader that you put is correct, to me it fails me when putting the second pass
@ mmelo, it could be something of that that your you say, the problem with the fog is that the objects with this shader burn the fog, they make it but lighted.
@ rikh, the "sort" very orderly, to this geometry it belongs him the 2, anyway I have test other options and it continues failing.
If somebody has some other idea or solution, it would be grateful
Thanks to the three.
Ricard
rcortada 16th October, 2004 01:08
Does somebody know if he is trying to modify or to create some shader so that it works alpha vertex correctly with fog?
sincerely
Ricard
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