[Archived - DiamondBones] How do I fix Transparency textures behaving differently in Studio, than on the Classic Client?

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Posted by “DiamondBones” on September 02, 2022.

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Original Product I'm deriving:

https://www.imvu.com/shop/product.php?products_id=42792001

 

Issue, Material 01 + 02 appear below the floor when I turn my view on new platform.

 

(Studio)

Transparency Floor Studio(Classic)

Transparency Floor Classic original 

(Studio) Floor Material is at the bottom of the list with [1] to indicate diff material tabimage 

(Classic)

image Is this why it's confused? or is it because the mesher made the floor too perfectly close to the floor lights, that when everything moves slightly on the new platform, the distance was enough to make this connect? Which is an interference because all 3 materials have transparencies on?

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Community posted 4 months ago Admin

Posted by “DiamondBones” on September 08, 2022.

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@Drosselmeyer​ Honestly, I'm just blown away <3 These features are amazing! Thank you so much! This, plus the upgrade to the community discussion section.. I'm just really happy that imvu's finally got modernized <3

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Community posted 4 months ago Admin

Posted by “Drosselmeyer” on September 08, 2022.

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I double checked and actually it only applies when a shininess map is present.

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Community posted 4 months ago Admin

Posted by “Drosselmeyer” on September 08, 2022.

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RE prevent reflection: Yes, you are correct. Honestly, I think prevent reflection should be on by default. When it is off, a material with a normal OR a shininess map (either of these will enable shininess) AND a 100% black opacity map will still "shine" and behave like clear glass. If you wish to "mask" the shininess with the opacity map then turn ON prevent reflection.

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Community posted 4 months ago Admin

Posted by “LestatDeLioncourt” on September 03, 2022.

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There is so much more room in the Studio for people to express their art! I love it, too!

Recently I was playing with the Normals as if they were Opacity Cutouts. Leave some areas flat and some areas more 3d. Fun Fun :D

~EnjoyLife

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Community posted 4 months ago Admin

Posted by “DiamondBones” on September 03, 2022.

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Now I'm trying to study this (pic) so I can make a proper Normal map.

imageThe generators and tutorials I've been using are just too fast for me lol They technically work, but not the way I'd like because I want a Face on one of my walls and a generator is not going to know which parts I want under, side, forward, etc, especially since my original face is a 2D pic with barely any details lol.

 

Without Normal:

Normal GoneWith Generated Normal!

Normal WithGenerated Normal + my grey/blended liquid metal spots on light areas:

Normal With Leo added 

It's getting there :> There were other generated maps that were much more trippy xp made it look like the whole face was trying to lean forward, not just bulging, but like a possessed poltergeist <3 (lost them though lol) So this is reaaaallly interesting!

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Community posted 4 months ago Admin

Posted by “DiamondBones” on September 03, 2022.

[Archived]

@Drosselmeyer​ wooooooooh! This is so cool! It's working! :D

That was so easy! <:D

So I guessed it with trial and error, worked when I made the material I wanted to stand out the most 3 for the sphere lights, then the halos around them 2, then the floor 1 for priority numbers. It didn't work when I made the material I wanted to stand out the most #1. So I'm guessing it starts with a low number, then layers ontop with the priority numbers that are greater than.

What does.. prevent reflection do?

imageDoes this mean when I make transparent textures, the parts I've made completely disappeared would still normally have the shine over it, unless I activate this feature, so that my pure black sections on my opacity map would omit the shine over those parts?

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Community posted 4 months ago Admin

Posted by “Drosselmeyer” on September 02, 2022.

[Archived]

@DiamondBones​ Sadly, this is something that Classic Client is sometimes better at, Transparency sorting. Both Classic and Next have issues that can only be resolved by forcing the "draw order" of materials that have opacity (including additive). They are solved differently in the two engines.

In Classic you would set the material order using the '[#]' suffix. Higher numbered materials draw over the lower numbered ones.

In Studio, the "draw order" is adjusted by setting the 'Priority' in the 'Advanced' dialog of 'Transparency'

I set the "floor lights" materials both to 'Priority' 1 and the issue went away.

image

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Community posted 4 months ago Admin

Posted by “LestatDeLioncourt” on September 02, 2022.

[Archived]

I see exactly what you are talking about. I am sure Staff will be interested in this one, too. I know the team is striving to have all products the same or most similar in all platforms.

 

This is what I see....

 

Diamond Halloween

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Community posted 4 months ago Admin

Posted by “DiamondBones” on September 02, 2022.

[Archived]

(so just incase this isn't adjustable with the features and I'm stuck like this, I've tested removing the transparencies of material 1+2 to replace with emissions for a glow, and it looks and works great without the trans! Just obviously won't look great on the Classic Client lol I'm still curious to know if these trans issues could be resolved so I could have it look nice on the CC too.)

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