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USD does not use my map as opacity

Home Forums Bug Reports and Feature Requests USD does not use my map as opacity

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  • #60759
    NaxosCG
    Customer

    Hello again guys,

    I’m using USD shaders, not for pleasure, but because i need to : i’ll make some AR with iOS compatibility.

    I need to put a logo on an object, but with the possibility to change the object’s color with puzzles. As USD does not know about mix / colormap and layered materials, i’ve simply duplicated the part of object, add a “push” modifyer, and tried ti put it in black, with the logo as opacity map.

    When exported to Verge3D, USD does not recognise opacity map.
    See screenshots, and the scene is in zip file with maps to test.

    I’ve tried in jpg RGB, jpg in greyscale 8b, and also in png RGBa with the logo as alpha : nothing works.

    Can sqomebody help me, please ?

    USD is a pain, but iOS’AR needs it, unfortunatelly.

    Best regards.

    Attachments:
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    "1+1=3... for large values of 1"

    #60767
    kdv
    Participant

    MeshStandardMaterial (in Verge3D) supports diffise maps with transparency. The RGB channels to the color input, the alpha channel to the alpha input. The blending modes Blend/Clip/Hashed are supported. If the USD shader have the alpha input it should work. You’d better to upload those cylinders and give a link.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #60768
    NaxosCG
    Customer

    Many thanks,
    In fact, when you connect the png RGBA file into diffuse AND opacity, it works.
    Don’t know why, seams not very logical, but ok, it works.
    Your suggestion made me think about this, thank you, as i’m under 3dsmax, i don’t really have all those inputs your are talking about.

    Also, it is not a verge3D app yet, just some tests with sneak preview, this is why i’ve sent zip file.

    Best regards.

    "1+1=3... for large values of 1"

    #60769
    kdv
    Participant

    RGBA file into diffuse AND opacity, it works.
    Don’t know why, seams not very logical, but ok, it works.

    Why not logical? ))) Standard materials can read opacity only from a diffuse map. U can’t use one texture as a difuse map and another one for opacity. So it’s quite logical that the input is only one.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

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