fLUnKnhaXYU Posted December 27, 2018 Share Posted December 27, 2018 hello , Rendering a material on top of the precipitation layer . the material is 1 of two from the building , glass , it uses a cube map reflection but with it using no cubemap does the same .torque3d version 3.9Sectors Demo , model is building_01 , material is glassMat Quote Link to comment Share on other sites More sharing options...
JeffR Posted December 29, 2018 Share Posted December 29, 2018 Wow, that's pretty wild. Does it utilize any sort of transparency or alpha testing? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted December 29, 2018 Author Share Posted December 29, 2018 This is the models material file for that particular material . singleton Material(building_01_glassMat) { mapTo = "glassMat"; normalMap[0] = "art/shapes/building1/building_01_nm.tga"; specularMap[0] = "art/shapes/building1/building_01_spec.tga"; diffuseColor[0] = "0.152941 0.423529 0.443137 1"; specular[0] = "1 1 1 1"; specularPower[0] = "54"; doubleSided = false; translucent = "1"; translucentBlendOp = "LerpAlpha"; pixelSpecular[0] = "0"; cubemap = "GoldenHourCloudySkyCubeMap"; materialTag0 = "RoadAndPath"; glow[0] = "0"; }; This is from the .MIS new Precipitation(snowT1) { numDrops = "100000"; boxWidth = "200"; boxHeight = "100"; dropSize = "1";//------------------The size in the original picture was more like 5 splashSize = "0.5"; splashMS = "250"; animateSplashes = "1"; dropAnimateMS = "0"; fadeDist = "0"; fadeDistEnd = "0"; useTrueBillboards = "0"; useLighting = "0"; glowIntensity = "0 0 0 0"; reflect = "0"; rotateWithCamVel = "1"; doCollision = "1"; hitPlayers = "0"; hitVehicles = "0"; followCam = "1"; useWind = "0"; minSpeed = "1.5"; maxSpeed = "2"; minMass = "0.75"; maxMass = "0.85"; useTurbulence = "0"; maxTurbulence = "0.1"; turbulenceSpeed = "0.2"; dataBlock = "HeavySnow"; position = "738 -56 170"; Rotation = "1 0 0 0"; scale = "1 1 1"; canSave = "1"; canSaveDynamicFields = "1"; }; Quote Link to comment Share on other sites More sharing options...
JeffR Posted December 31, 2018 Share Posted December 31, 2018 Hmm....It's obviously going to screw with the look, but can you try turning off this: translucent = "1"; translucentBlendOp = "LerpAlpha"; I'd wager that's causing the order fighting, but figure we can turn it off real fast to double-check that's the case to confirm the supposition. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted December 31, 2018 Author Share Posted December 31, 2018 You are Right Jeff . I unchecked transparency in the editor and it looked right . Thanks for your time . Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.