Masked textures
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Hi folks!
I was just wondering if it is possible to build objects like railings, ladders etc
with masked textures? Say if you want to replace fine detailing with textures, and thus create a low poly model.
( If I understand it correctly, masked textures are textures that have transparent sections? )
Thanks in advance. -
Yes, you can import either a png file with transparent areas or a tiff file which contains an alpha channel with the white parts denoting solid and the black areas transparency.
I've attached the same image in both formats. Just import into SU.
One thing to note is that an imported image (import as image, not texture or photomatch) will not cast a shadow. It will if you explode it, but then it casts a shadow of the entire rectangular image, not just the opaque parts.
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@alan fraser said:
...It will if you explode it, but then it casts a shadow of the entire rectangular image, not just the opaque parts...
A kind of workaround is to trace the outlines of the visible (non-transparent) areas in SU and remove the leftover.
Generally a quite low poly, "rough" outline is fairly enough as one never really looks at the shadow details and a more or less similar shape will do it.
If you only plan to use these transparent files in photoreal renderers, even that is not needed as most can recognise either transparency or use the black&white alpha image as a clipmap.
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Thanks for the quick reply, guys.
That nice plant image just reminded me of masked plant images collection I stumbled upon on http://www.bishopdigitalimage.com/index.html some time ago.
You made that yourself, Alan? -
Yes, exactly, that kind of images (with transparent background). They can be placed as "Face me" components in SU and provide a quite nice result for middle to far distance entourage.
For very close-ups, you would rather go with real 3D - especially when making an animation.
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Thanks for the tip, Gaieus!
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Hi Gai, Until last week I was processing images outside SU to make theit backgrounds alpha transparent for SU. Then I viewed a SU video that showed what you noted above, and cut my time to make my components to a little more then nothing. Sigh....... Was SU always capable of making 2d face me components in the manner you described, or is this something that was developed along the way?
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Actually, you can save even more time by not cutting out the image at all. You have to with people, because the shape is so individual and distinctive...but as Gai says, you can take huge liberties with the trimming of the transparent areas; because who ever looks at a shadow in detail?
With trees, however...where all you basically want is a shadow cast underneath...you can leave the tree image rectangular. Just change its attributes to non-shadow-casting. Then you can make a separate shadow caster for all your trees and paint it with a small, entirely transparent png. Ok, it takes a little time to do...but it means you never have to trace around a tree again...just import the shadow caster instead.
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And on top of all, Alan's "trick" is also usable for PR renderers as 100% lapha won't cast any shadow so when the "real" shadow of the tree is created, the fake shadow won't disturb the result.
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Thanks.
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