dopatimes.blogg.se

Black dragon viewer editing transparency
Black dragon viewer editing transparency






black dragon viewer editing transparency

A solution to this issue is using 1Bit Alphas, also called Alpha Masks in Second Life, these Alpha Masks contain only an on/off for transparency which makes them able to be handled like solid surfaces, which in turn means we can render them as normal objects and include them in all the fancy advanced lighting rendering steps, a solid object also doesn't have the sorting issue.

black dragon viewer editing transparency

One of the many issues of alphas is also that they have sorting issues, sometimes depending on the camera angle a surface that is positioned behind another is rendered in front (this is what you are seeing there) and it happens universally across all Viewers in varying strengths, some objects do it constantly, some do it in certain angles only, some don't do it at all, it depends on your settings, camera angle and how the item is designed. We try to fake alphas to look like normal objects but that doesn't work perfectly, it's impossible without some really sophisticated solutions that would require completely rewriting large parts of how alphas are rendered. This is why alphas are lit differently than normal objects even if they use the exact same texture and are put next to each other. Second Life renders alphas completely separately from the main rendering method, which means they are essentially placed into the image without gaining any benefits of the actual rendering process, they lose advanced lighting and everything that comes with it, such as SSAO, the light blur pass (for soft shadows) and some other things.

black dragon viewer editing transparency

In 3D rendering alphatransparent surfaces are handled differently than normal solid surfaces, Second Life is no different in this case. This is NOT an issue only seen in Black Dragon and it must be fixed on the content's side.








Black dragon viewer editing transparency