How to add transparent "glass" effect?
Blitz3D Forums/Blitz3D Beginners Area/How to add transparent "glass" effect?
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Hi all, I have a room with 20 windows of different colors (Different RGB value). How to add transparency to these windows so that I could see through outside? Thanks in advance. Sammy :) |
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entityalpha Window,0.5 |
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Hi Naughty Alien, In that case, do you mean that: I draw a room (1 file) with 20 holes for windows and 20 windows (20 files) and then use "entityAlpha" to set these windows one by one? Sammy :) |
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depending on your approach..your window can be just 2 sided plane, with different RGB (each of 20 windows), or, if you using 3DSMAX, you can do same thing, asign RGB values to your windows, and then assign 19 windows to 1 you choose as a parent..export as 3DS, and then load your windows in to Blitz3D, and apply EntityAlpha Window,0.5 and all of them will be with same transparency (trough 3DSMAX transparency you can export already on your mesh), or if you want to set up different transparency for different window, then load your window mesh with LoadAnimMesh and then acces each window entity trough FindChild command...its up to you anyway.. |
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Hi Naughty Alien, I usually use maplet and milkshape3d. 1. Could I do so in milkshape3d (ie. assigning 19 windows to 1)? 2. From BB forum, I learn that .max is specific to 3DSMAX. When models are exported to .3ds, all related information would go away (eg. lighting, shadow, etc.). Do you mean that only transparency information of .max will be remained in .3ds? (Could you tell what command menu should be select?) Thanks in advance. Sammy :) |
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with 3DStudioMax you dont need to export your mesh (glass) as 3ds...use B3D pipeline and export it as Blitz3D format B3D straight out with all data you need, transparency, textures, hierarchy for childsearch, etc, etc.. |
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You can add a high contrast scenery texture as spherical or cube mapping with additive blending to get some glass-like reflections too. |
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I'm not that great at reflections, but if all you want is alpha, you could assign a texture to each window in milkshape and have the word "glass" in the material name, then in blitz, use texturefilter glass,2 kind of like this.TextureFilter "glass",2 youmesh=LoadMesh("youmesh.b3d") ClearTextureFilters Then all your windows will have an alpha map, or in other words, the closer the color of each part of your texture is to black, the more transparent it will be. |
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Thanks a lot! It seems that there are so many ways to do this. Sammy :) |