You are currently browsing the tag archive for the ‘alpha’ tag.
My strawberry file modeled from Maya, import and rendered in Modo with Antialiasing of 32 samples with depth of field (4minutes on iMac 2013, 1280×720).
I noticed that the texture’s png transparency isn’t automatic after uv-mapped, it should be enabled by right clicking the effect in the shader using RGBA of Special Effects.
In Modo, the default feature for png’s alpha can only be seen on one side unlike other 3D programs–Maya and Blender–that I use. To enable, see the picture below.
I’m testing how the solid mesh (monkey) affect the solid texture (photos of leaves and man) with an alpha channel using the Blender’s Cycles (ver 2.64a) renderer. Using the sun as a light source with 0.003 size. Other renderers like YafaRay have a strange shadow when it comes to alpha channel.
Sample scene set-up:
Here’s the material setting for the alpha channel (after the uv mapping)–same setting for the man’s texture.
Sample render in Cycles:
Changed the sun’s position:
Lowered the exposure in the renderer:
With the right lighting and shadows, adding people in the 3D environment is a nice addition.
More testing to come…