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PBR - texture with alpha channel

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PBR - texture with alpha channel

Unread postby djczaps » Mon Jun 27, 2016 7:47 am

Hi

I'm trying to use diffuse material and using .tiff or .png for main color. Texture has alpha channel for cutout tree shape on polyCard plane.
It looks like an alpha channel doesn't extract correctly ? Or I do something wrong and is should be connected to dialectric material and refraction color ?
Even when I was trying to add just extracted alpha for the diffuse ( tree ) to the opacity slot it also doesn't work and black color is shown on the plane.

Any advices or extra nodes are neeed to extract alpha and display the tree with transparency?

greetings

djczaps
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treeIssueClarisse.png
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Re: PBR - texture with alpha channel

Unread postby cbosc » Mon Jun 27, 2016 9:38 am

Hi !

You can use the Clip Map (you will find it in the Material Linker widget) on your polyCard plane.

Hope this will help !

Cheers
Attachments
ClipMap.jpg
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Re: PBR - texture with alpha channel

Unread postby djczaps » Mon Jun 27, 2016 10:22 am

ooo ! ;) thanks didn't know about it !
I will check it out ;) Thanks !

greetings
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Re: PBR - texture with alpha channel

Unread postby djczaps » Mon Jun 27, 2016 10:29 am

ooo ! ;) thanks didn't know about it !
I will check it out ;) Thanks !

p.s it works fine with single geo object. In my case I have a whole 50 city districts in the scene. It's one .obj object only active for different materials and scattered around along N of the different object. ( although material assignment works as drag'n drop on average pieces).

I cannot select a card as separate object) the solution could be maybe to extract those trees let's say from maya or Houdini and uploaded them again to Clarsisse as a separate cards ?...

greetings
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Re: PBR - texture with alpha channel

Unread postby djczaps » Mon Jun 27, 2016 10:43 am

Ok ... now I got IT ;) works per materials as it should with Your advice ;) thanks

UPDATE 2

hmm it works but something is wrong with transparency. It's only shown partialy ... and it also works on polygrid created in Clarisse but not on the objects imported as .obj cards...

For now I have something looking like that :




greetings
Attachments
transparencyBug.png
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Re: PBR - texture with alpha channel

Unread postby cbosc » Wed Jun 29, 2016 10:12 am

Hi !

Can you send us your obj cards and your map please ? We'll take a look at it.

Thanks
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Re: PBR - texture with alpha channel

Unread postby djczaps » Wed Jun 29, 2016 10:22 am

I will send You the sample scene with texture in the evening.

greetings
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Re: PBR - texture with alpha channel

Unread postby shadow92 » Sun Jan 13, 2019 11:55 pm

I am wondering if you guys manage to figure it out ? Im stuck on the same problem - I have an alembic tree and when I assign a leaf texture (png with alpha) to my leaf geometry, it shows black instead of alpha.. tried everything - premultiplying, clipping, .. simple basic thing yet cant get it work, its quite annoying :D
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Re: PBR - texture with alpha channel

Unread postby dboude » Mon Jan 14, 2019 9:30 am

Hi,

Use a reorder node to extract alpha from your maps.

In this example, I use a render as a map but it works the same with imported textures. The map is plugged in a reorder set to "aaaa" and the reorder is used as clip map on the shading group of the plane. It's better to use clip maps, faster to render that opacity.

Alpha_Reorder.project
(49.35 KiB) Downloaded 14 times


Cheers ;)
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