[Bf-committers] Ray Transparency - Alpha Channels?
Ton Roosendaal
bf-committers@blender.org
Tue, 16 Dec 2003 18:08:50 +0100
Hi,
Oh sure, should work, I'll fix it!
Just keep testing. Try mirror texture too (RGB)! (And I should add the
'ray mirr' value to texture channels as well.)
BTW: the refraction index will be renamed IOR, and range from 1.0-5.0
(or so). Seems to be convention, but I have no previous experience with
this stuff. :)
http://hyperphysics.phy-astr.gsu.edu/hbase/tables/indrf.html
(thanks, goofster)
-Ton-
On Tuesday, Dec 16, 2003, at 17:31 Europe/Amsterdam, Douglas Bischoff
wrote:
> Ton:
>
> Recent testing shows that the new Raytracing system does not take into
> account textures which modify the alpha of the material. Oversight,
> to-do, or not possible with the current implementation? Specifically
> I'm testing a ray shadow lamp on a material with standard transparency
> Alpha=0 and a texture with an alpha channel that modifies the Alpha
> mapping of the material, also tried with Ray Transparency.
>
> Keep up the great work!
>
> -Bischofftep
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers@blender.org
> http://www.blender.org/mailman/listinfo/bf-committers
>
>
------------------------------------------------------------------------
--
Ton Roosendaal Blender Foundation ton@blender.org
http://www.blender.org