Showing posts with label alpha. Show all posts
Showing posts with label alpha. Show all posts

Friday, October 12, 2007

Alpha Channel Addition


By adding additional chunks of white to an alpha channel, we can make an image increasingly transparent. This can be used to "wipe away" a decal layer such as dirt or grime which has an alpha layer and is sitting on top of a background image or, for 3d, a lower texture layer.

Wednesday, October 10, 2007

Decals



To get a non-repeating graphic (w/ alpha) on top of a tiled (repeating) graphic:
  1. Export model from 3dsmax that has the repeating texture (map) in a shader (material).
  2. Create a 32-bit alpha .png of the decal image.
  3. In Director, take the wall shader and add the decal texture as shader texture layer #2
  4. Set the decal shader layer to non-repeating
  5. Set the scale and position values for the decal layer until it's at the desired size and position.

tMbr3d = member( "DecalOnWall" )
tTexture = tMbr3d.newTexture( "hand", #fromCastMember, member( "hand_decal" ) )
tShader.textureList[2] = tTexture
tShader.blendFunctionList[2] = #blend
tShader.blendSourceList[2] = #alpha
tShader.textureTransformList[2].position = vector( 1.6, 0.3, 0.0 )
tShader.textureTransformList[2].scale = vector( 0.7, 0.5, 1.0 )
tShader.textureRepeatList[2] = false