Transparency: give voxels a blend mode and opacity, so models, clips, and
procedural effects can be glass, glowing energy, or soft smoke instead of solid.
Requires roxlap 0.17 (per-voxel clip materials + the volumetric blend mode).
Added
-
Per-colour materials. Each colour used in a model gets a blend mode and an
opacity in the tool panel's new "Materials" section, composited live in the
preview:- Alpha — front-to-back glass / water.
- Additive — order-independent glow, for spells / fire / energy.
- Volumetric — depth-weighted opacity, for soft smoke / fog.
Opaque is the default, so an all-opaque model renders exactly as before.
Material edits are undoable (a slider drag is one step) and saved in the
.demiurgproject. -
Clip transparency. A clip carries one material table shared by every
frame; converting a translucent model to a clip keeps its materials. While a
clip is playing, the preview runs through the engine's real clip player so
the transparency matches what the game shows. -
Translucent procedural presets. The Rhai generator gains a
material(col, mode, alpha)call so a script can declare its own materials —
the Smoke preset is now volumetric fog and the Energy preset an
additive-glow sphere.
Notes
- Materials are kept in the lossless
.demiurgproject only; the.kv6and
.rvcexports have no material channel yet, so they load back as opaque (the
same boundary as enclosed interior voxels). Projects saved before this release
load unchanged (all-opaque).