I want to create a semi-transparent surface.
To do so i add a point SOP to a box. Then i add alpha.
but the geometry will still be the same as before and not become transparent.
If I render it, it also doesn't show transparency.
Why doesn't this work?
gr,
Esther
Alpha on geometry doesn't seem to work
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- vleermeneer
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- tamte
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you can override any parameter on shader by adding an attribute of the same name and type to your geometry
so if you examine mantra surface, there is for example parameter called “opac_int” which is representing opacity intensity
so if you create new attribute on your geometry called “opac_int” set type to float (since the parameter on shader is float) and now the value of this attribute will be used for every point/face in the shader instead of user defined value
so if you examine mantra surface, there is for example parameter called “opac_int” which is representing opacity intensity
so if you create new attribute on your geometry called “opac_int” set type to float (since the parameter on shader is float) and now the value of this attribute will be used for every point/face in the shader instead of user defined value
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
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When I was fiddling around with trying to get transparency working the other day, someone mentioned that the default shader (plastic) completely ignores transparency, so that might be the source of the problem. The Mantra Surface Shader seemed to have the options I was looking for with reflections and refractions. It had some options for it to look at point attributes too, though I can't remember exactly what they were (my Houdini's currently blocked on a sequence that's slow to render).
Writing code for fun and profit since... 2005? Wow, I'm getting old.
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