Texture Alpha Channel #9
Comments
Yeah, I'm still not entirely sure how alpha channels work for OBJ as it's
not documented clearly anywhere and every piece of software implements it
differently. WoW having several ways of doing transparency isn't helping
either. For now you'll have to manually fix these textures in whatever
software you're importing them in until I either figure out the alpha stuff
or move to a properly documented export file format. Currently working on
glTF support, initially won't be much of a help with alpha issues but this
should improve in the future as it's an actively developed format and much
easier for me to work with compared to any other format out there right now.
I'll leave this open for now if anyone has any ideas for shorter term
solutions.
…On Sun, Aug 6, 2017, 22:27 remopini ***@***.***> wrote:
Some models are exported with a material that has a correct alpha channel.
However some seem to not correctly use an alpha channel despite there being
one.
Example of a "broken" model:
- Export "stormwind", tile 29,48
- Look at model "deadmineanchor" (the chain has a texture with alpha,
but the alpha channel is turned off/not exported to the MTL)
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Example MTL as exported by WowExporter (stormwindplanter)
Same material as exported by Cinema4D (after fixing the alpha channel):
Important differences: Specifying an alpha map seems to NOT be supported in the MTL format, so this is pretty much unfixable. Blender circumvents this by assuming that any transparency in map_Kd equates to the alpha map. |
Did some more searching, looks like map_d might be an improvement as this script seem to use it as alpha map but I'm not sure how widespread support for it is. Will have to look into this further when I have the time. |
Some models are exported with a material that has a correct alpha channel. However some seem to not correctly use an alpha channel despite there being one.
Example of a "broken" model:
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