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Wavesets don't appear to be utilizing alpha or passindex #316

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DoobesURU opened this issue Feb 10, 2022 · 8 comments
Open

Wavesets don't appear to be utilizing alpha or passindex #316

DoobesURU opened this issue Feb 10, 2022 · 8 comments
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@DoobesURU
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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.

@Hoikas
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Hoikas commented Feb 26, 2022

Can you provide a minimal sample blend showing the problem?

@DoobesURU
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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.

Hoikas added a commit to Hoikas/korman that referenced this issue Apr 4, 2022
@Hoikas Hoikas linked a pull request Apr 4, 2022 that will close this issue
@DoobesURU
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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 kBlendAlpha enabled that's below the waveset gets cut off at the waterline.

@Hoikas Hoikas mentioned this issue Apr 9, 2022
@dpogue
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dpogue commented Apr 9, 2022

@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.

@DoobesURU
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@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.

@Hoikas
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Hoikas commented Apr 9, 2022

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.

@Jrius
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Jrius commented Jul 3, 2022

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.

@Kohtlyr
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Kohtlyr commented Jul 19, 2023

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.

@Hoikas Hoikas added this to the v0.16 milestone Sep 19, 2023
@Hoikas Hoikas linked a pull request Jan 15, 2024 that will close this issue
@Hoikas Hoikas removed this from the v0.17 milestone Jun 23, 2024
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5 participants