Window Opacity

woochoo

250RPM
Mar 16, 2009
332
49
Is there a way to have opacity in materials? i don't mean by choma or alpha channels, but as in 3dsm and other programs where you set an actual opacity value. it seems this is what's happening with car windows and i would like to get that happening on windows in my buildings. does it need to be a gmt export from 3dsm or is this something btb or xpacker might handle one day?
 

RT1971

75RPM
Mar 18, 2009
96
0
The opacity is done by using the alpha channel in Rfactor, you use shades of grey in alpha channel and set the alpha blend to multiple.
The lighter the grey the darker the glass.
 

woochoo

250RPM
Mar 16, 2009
332
49
i was hoping it could be done without alpha, as by a more general/blanket material opacity to avoid the zbuffer issue. oh well.

thanks
 

banger

500RPM
Mar 24, 2009
661
33
55
to avoid the z buffer errors, adjust one of the materials to simply.and it would stop.great for fences and buildings with lots of glass alpha materials.
 

Kris Vickers

1000RPM
May 9, 2009
1,221
14
to avoid the z buffer errors, adjust one of the materials to simply.and it would stop.great for fences and buildings with lots of glass alpha materials.

That buffer you speak of, is that were you can see 'object a' through 'object b', even though 'object a' is behind it?
 

banger

500RPM
Mar 24, 2009
661
33
55
yes, it also affects the car windows, where objects come through the tinted area of the car windscreen,so if you added the simply material it will stop anything appearing infront of fences.it only a work around, to really fixed it you need to talk to isi/rfactor...good luck

ed
 

woochoo

250RPM
Mar 16, 2009
332
49
alpha on the front of the building was causing trouble with shadows, but i've now made all sides chroma and it looks pretty good. it has indoor walls with chroma to, rather than 2-sided outside textures
 

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woochoo

250RPM
Mar 16, 2009
332
49
thanks banger
i should add that the tinted window look in the third and fourth shots is because they are chroma planes accepting shadows, so it makes the windows look tinted at different times of day, which is quite nifty. the internal lights in the night shot are just the back walls reciving the street light which i've (un-historically) bolted onto the front of the Longford control tower, so it give fake internal lighting too! pretty sweet deal. just need to finish the textures, inc lo-res internal walls, put in the major posts to add some depth and put some people silhouettes in there. should look pretty good for a low poly count (apart from the 3d stairs out the back. might 2D those too eventually).