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Blobby particle transparency/alpha question

Blobby particle transparency/alpha question

2003-12-01       - By Zach Prichard

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Reply:     1     2     3  

quick version: I have blobby particles in the scene with a phong 'water' shader
applied to them with a high transparency. When rendered with the rest of the
scene the transparency works great....but say that I want to render them
seperately and comp them later. Well when I check the alpha the blobby
particles are pure white...they apparently have no alpha tranparency when by
themselves. But when something's behind it, it appears to have the correct
transparency. What's up with that?
long version: A couple of months ago I was researching creating a 'rain on a
window' effect. I succeeded in getting what I wanted after several hours of
experimenting. Today it's time to implement this into my scene.

I discover that the scale I was working out in the rain test scenes was at a
much higher scale than the actual scene i'm using.

So when I had to import the rain effect, I had to scale it down. But it just
seems that the threshold/radius is NOT relevant. Meaning trying to get a good
water at lower radius/threshold values just doesn't seem to work at all.

So I figured I could go back to my rain test scene...render out some rain drop
stuff and composite them onto the windows seperately in A/FX. However the
transparency that is inherit in the phong shader I'm using for the raindrops
doesn't seem to work for the blobby alpha. If there's something behind it IN
the scene then  you can see whatever's behind the particle perfectly....however
, by rendering the particles by themselves, I discovered that it actually just
doesn't have a real alpha.

Any solutions to this?

Thanks!

Z

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