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#1
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Here's an example to download.
It is just one tree, made with two crossed polygons and a simple material. When exporting a line appears at the edges of the texture. I believe this is the same problem as with the wall. Some weird alpha thing happens at the edges of the texture. In my opinion it has nothing to do with the polygons, but everything wih the textures. Can someone take a look at this problem? |
#2
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With the brick wall texture, what format are you using? The transparency seems texture-based, so it is most likely something wrong with the texture itself. Bring the image in photoshop and check for an alpha channel. if there is one, delete it and export again.
If this is in a baked scene, edit the image output settings to disable the automatic creation of alpha channels in baked textures. The problem wiith the tree can be solved by using multi-sampled alpha. This kind of artifact usually happens when one transparent object intersects with another. Code:
import viz viz.setMultiSample(4) #higher values increase quality but decrease framerate. #usually set between 2 and 16 viz.go() tranModel = viz.add('model.IVE') #add a model, call it tranModel GL_SAMPLE_ALPHA_TO_COVERAGE_ARB = 0x809E transModel.disable(viz.BLEND) transModel.enable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB) viz.clearcolor(viz.GRAY) |
#3
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The above code has a typo - lines 12 and 13 say "transModel" instead of "tranModel", so be sure to fix that if you try it out.
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