One tricky thing for UI: it'd be great to have a "changer this for all materials that match" option. It was kind of a pain to manually go through all materials and change alpha to luminance for all transparent textures. It's a tricky feature, so I can understand not doing it (and it's better for me to fix Mineways), but for this case it sure would have been nice.
Thanks for the info, and I understand the difficulty: there are two ways to interpret the map_d image in Wavefront OBJ, and you went with alpha as alpha - makes sense. I'll have to fix Mineways so that it puts the same alpha value everywhere, not just output as luminance. Hopefully this won't break Cinema4D/Maya/3DS MAX/Blender import.
Also it's the same for the "glass" material, it should probably be set to LUMINANCE.
Ideally, the slider should be set to 0 too, that way the fully opaque part of the texture will stay fully opaque.
We apply a Z-pre-pass for opaque pixels, so keeping those opaque pixels can reduce the blending order problems (for example between the glass and the blue waterfall).
5 comments
Indeed the "global materials settings" could be useful, we are thinking about it although not directly on our short term roadmap.
If we select the alpha channel it's also because the original image was a png.
If it were a jpg we'd automatically switch to luminance.
We could be also be smarter by checking if the png really has a 4th channel, etc..
One tricky thing for UI: it'd be great to have a "changer this for all materials that match" option. It was kind of a pain to manually go through all materials and change alpha to luminance for all transparent textures. It's a tricky feature, so I can understand not doing it (and it's better for me to fix Mineways), but for this case it sure would have been nice.
Thanks for the info, and I understand the difficulty: there are two ways to interpret the map_d image in Wavefront OBJ, and you went with alpha as alpha - makes sense. I'll have to fix Mineways so that it puts the same alpha value everywhere, not just output as luminance. Hopefully this won't break Cinema4D/Maya/3DS MAX/Blender import.
Also it's the same for the "glass" material, it should probably be set to LUMINANCE.
Ideally, the slider should be set to 0 too, that way the fully opaque part of the texture will stay fully opaque.
We apply a Z-pre-pass for opaque pixels, so keeping those opaque pixels can reduce the blending order problems (for example between the glass and the blue waterfall).
You have to switch the transparency channel to "LUMINANCE".
Since you put a png texture, we assumed the transparency data were in the ALPHA channel.
LUMINANCE basically stands for READ, would it have been clearer for you if it displayed RED ?