Author Topic: People in white  (Read 6250 times)

mischa

    Reputation: 23
People in white
« on: March 01, 2011, 11:19:09 am »
March 01, 2011, 11:19:09 am
Hi Lumion staff,

is it possible to apply a transparent white material or something like that to make the 3d people more abstract. I have the problem that some of my customers don t like the people in the library (I personaly like them) and they are used to my renderings in which I sometimes insert these kind of abstract people.


Maybe it could be a kind of filter to abstract the people in the movie section. When I am rendering the movies in 3ds Max I sometimes render the people extra as a amsked layer and move this movie with 50 percent transparence in Premiere Pro over the rendered movie of the building.

What do you think about that?

Re: People in white
« Reply #1 on: March 02, 2011, 09:55:38 am »
March 02, 2011, 09:55:38 am
Good idea. Technically it's really easy, we can just set white textures.

mischa

    Reputation: 23
Re: People in white
« Reply #2 on: March 02, 2011, 10:41:28 am »
March 02, 2011, 10:41:28 am
Good idea. Technically it's really easy, we can just set white textures.

can you put that on the wish list?

mischa

    Reputation: 23
Re: People in white
« Reply #3 on: March 03, 2011, 11:23:28 am »
March 03, 2011, 11:23:28 am
I did some tests myself, but I had a problem that can be solved easily, but I don know how. I wanted to achieve a white material which is around 40 percent transparent. I prepared that material in 3ds Max like I am alsways doing for Lumion in 3ds Max. It is a standard material, no vray or mental ray material, but it shows up in white with no transparency in Lumion. How can I change the transparency setting in Lumion? I tried to apply a glass material, but even in this material I did not find the setting for the transparency, only for the color, reflection and so on. So it was completedly transparent.

Aaron

    Reputation: 80
Re: People in white
« Reply #4 on: March 03, 2011, 03:42:19 pm »
March 03, 2011, 03:42:19 pm
Afaik currently its not possible to configure any material-editor shader with full transparency support.
It will have to be added.
Atm Lumion only supports transparency with a cut-off at 50% (fully opaque or fully transparent)

mischa

    Reputation: 23
Re: People in white
« Reply #5 on: March 03, 2011, 03:59:57 pm »
March 03, 2011, 03:59:57 pm
Thx Aaron, what a pitty that this is not possible... :-\

Michael Betke

    Reputation: 35
Re: People in white
« Reply #6 on: March 04, 2011, 08:33:14 am »
March 04, 2011, 08:33:14 am
Indeed. It's impossible with alphatest only to do decals on a buildings wall.

Some stuff really needs to be put into lumion before the devs go on with new features.
There are tons of feature wishes but the most important are beeing ingored...I'm not happy about it because most game-engines from past years already feature those things.

Re: People in white
« Reply #7 on: March 04, 2011, 09:15:58 am »
March 04, 2011, 09:15:58 am
Indeed. It's impossible with alphatest only to do decals on a buildings wall.

Some stuff really needs to be put into lumion before the devs go on with new features.
There are tons of feature wishes but the most important are beeing ingored...I'm not happy about it because most game-engines from past years already feature those things.

The cutoff transparency is more ore less a hardware limitation. There are no game engines with order independent alpha transparancy for models. One solution might be additive transparency because this is order independent.

Aaron

    Reputation: 80
Re: People in white
« Reply #8 on: March 04, 2011, 09:41:36 am »
March 04, 2011, 09:41:36 am
Keyshot2 for example has a great decal option for every material.
It uses additive transp and is very easy to use. Also great for breaking up tiling patterns and what not.


Frank

    Reputation: 29
Re: People in white
« Reply #9 on: March 04, 2011, 09:53:30 am »
March 04, 2011, 09:53:30 am
Hey Mischa,

heres a screenshot of a half-transparent Jesus in the desert (needed him for an old church).

I´ve textured him in max with a white dds using a grey alpha channel. You have to assign a glass material and play arund with the sliders:
- All to zero except value and highlight intensity.
  Playing with these should bring you to a good solution.

But take care: if you import the dae-model with the grey alpha-channel, its invisible at first.
You have to add new material in lumion and for that you have search it with your cursor until its highlighted...

mischa

    Reputation: 23
Re: People in white
« Reply #10 on: March 04, 2011, 10:00:10 am »
March 04, 2011, 10:00:10 am
Hi Frank,
thx for that tip. Will try that too. The problem is that I do not want to use 2D people, I want to use some 3d people, but in white and transparent. I played alot with the values of the glass material, but did not get the effect I wanted. I have to give it another try I think.

CU on monday?

Mischa

Frank

    Reputation: 29
Re: People in white
« Reply #11 on: March 04, 2011, 10:07:27 am »
March 04, 2011, 10:07:27 am
The Jesus is in 3D!

Monday is fine.

Michael Betke

    Reputation: 35
Re: People in white
« Reply #12 on: March 04, 2011, 10:12:49 am »
March 04, 2011, 10:12:49 am
Remko, this is not true. Nearly every engine I worked with supports a full DX5 (dds) alphamap with a gradient.
On this shot all the cracks and stains are made with 2d planes with a decal texture:



Cryengine also supports it in their decal system. Alphatest is only used a lot for vegetation but not usable if I want to break up texture tiling with a dirt decal.
But maybe we are talking of different things here. :)

Frank

    Reputation: 29
Re: People in white
« Reply #13 on: March 04, 2011, 10:17:30 am »
March 04, 2011, 10:17:30 am

mischa

    Reputation: 23
Re: People in white
« Reply #14 on: March 04, 2011, 10:19:07 am »
March 04, 2011, 10:19:07 am
Hi Frank, thx for motivating me to play around a bit with the glass values. I think I found a material setting that is ok fopr my purpose. The left woman is my favorit looking 3d and transparent. The right one is the setting so that she looks flat / 2D.

Why did you apply a dds with an alpha channel in 3ds max?

Mischa