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Wavesets don't appear to be utilizing alpha or passindex #316
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Can you provide a minimal sample blend showing the problem? |
@Hoikas , sorry it took me a bit to get around to this, but here we go: https://www.dropbox.com/s/qfwi1l5y1uwj3t1/WavesetBlendTest.blend?dl=0 The Grid.001 object (yes, this was a very quick build 😜 ) has a passindex of 1 and Alpha VCol (using my PR #258 ) while the waveset object (Grid.002) has a passindex of 3. Even so, the waveset still eats through the object(s) with alpha. I may have also run into this too in Veelay after one of the Korman updates. Unfortunately, I haven't been able to pin down where or when. Also, don't mind the flare. I was testing those as well. |
After trying things out on a fresh copy of Blender for Korman and master scripts from the H'uru repo, it seems that my Alpha VCol PR (#258 ) causes the issue...so any mesh that has a layer with |
@DoobesURU Do you have a simple test blend, and export you can provide? I'd like to dig into the flags on the DrawableSpans in the exported data. |
https://www.dropbox.com/s/qfwi1l5y1uwj3t1/WavesetBlendTest.blend?dl=0 A very basic blend. The land mesh has an Alpha VCol layer, FWIW. |
I'm inclined to defer on this because the problem only occurs when using #258, and I'm not sure what kind of workflow we want to expose around that. |
I'm only noticing now this seems linked to #342. Doobes, waveset vertex colors behave differently from other meshes, so you might want to check the other issue. Red controls opacity. |
Just to bump this, I have the same issue with wavesets in both Fahets "Prime" and with the Memorial Island. I see Doobes mentioned the alpha vcol factor which would be true in Fahets but not with the Memorial Island which hasn't used it on the effected items. |
Not entirely sure when this cropped up, but it's something I've noticed in Veelay previously and now in Noloben.
The waveset, despite having a higher passindex and set for alpha, appears to still eat through objects with lower passindices and that also have alpha. Turning off the alpha on the affected objects fixes this, but makes properly blending textures difficult.
Is there a way to force the waveset to blend properly with alpha objects below it? Is there a combination of settings in the Blending mod that would work? So far, no combos in that have worked.
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