  | | | Blobby particle transparency/alpha question | Blobby particle transparency/alpha question 2003-12-01 - By Zach Prichard
Back 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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