Vodhin
06-17-2006, 12:34 AM
The Alpha Experiment
And what color can do to the results
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0060.jpg
Hi all, you know I've been working on colored light strings as a custom scenery project... Well, all is going very well except for that little bug where the ojects beyond the alpha texture doesn't show up...
Stop me if you already know this...
I figured that if I was going to have colored lights, then I should have colored bulbs. This is prooving to be more interesting than I had planned. I made a white, red, blue and green image of a bulb, and a negative of the white as an alpha. I never would have guessed that there'd be a problem... but I noticed that one bulb seemed to be more 'friendly' with other scenery pieces, and I checked what might cause it.
I thought that it was the reversed model (so you can see the bulb from the other side) that might be the culprit behind the "X-Ray" effect. So made 7 onesided 2D objects using those textures, as you see above, and assigned the SIAlpha to each one (except for the last 3). They are colored, in order above, Blue, Green, Red, White, White (usingSIAlphaDS), White (SIAlphaMask- which just was plain invisible), & White (A special model that I folded over itself- note the shadow...)
Take another look at the bulbs above, you'll see their faint tints. Now... I was making lights for a coaster and had that dreaded x-ray effect, so I put a coaster behind these...
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0061.jpg
Look closely at the Blue (1st) and Red (3rd) bulbs, and the last one, too. Something's going on here... It seems that the red bulb is showing part of the track (so's the blue, but very faint). I thought, what about a station:
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0063.jpg
Well, now that's interesting... It seems that certian RCT3 elements show through the alpha depending on color... lets see what happens with a train...
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0064.jpg
Huh... It seems that the different colors are affecting what other colors are showing throught the alpha texture. Let's try some walls and see what happens.
First Brick Walls
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0065.jpg
Ok... This is getting really interesting.... How about recolorable walls:
A Green Wall
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0066.jpg
A Blue Wall
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0067.jpg
And a Red Wall
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0068.jpg
Changing the colors of the objects behind the alpha textures also seems to have an effect, so the alphas are working as filters, kinda like filters work on black and white film, I think RCT3 uses something similar to make the alpha behave. I'm thinking that there is one color, perhaps a neutral gray (r128 g128 b128) that might allow for all colors to get drawn through the alpha, but deminished, is it would be in real life.
So I tried a few other experiments and came to the conclusion that magenta might be the magic color, as it's opposite effect seems to have great results (of course, magenta is the reverse of green, so maybe a pure green would work, too- the green bulb isn't true green).
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0087.jpg
Now let me skip over the dreary color tests and show you something interesting in this last shot:
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0091.jpg
These are the last two special tests to see if I could get a 2 sided alpha with just one plane. The tall bulb was made by altering the texture (and it's alpha mask) to have 2 images of the bulb, and I folded the plane in half- snapping the verticies togetrher (but not welding them). I was pretty much expecting to see the bulb on the back side, but I wasn't expecting to see the second bulb- the one using the SIAlphaDS tecture type. So having a single plane with the SIAplhaDS type works as a two sided object.
More to come....
[EDIT] More information appears in Post #8
And what color can do to the results
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0060.jpg
Hi all, you know I've been working on colored light strings as a custom scenery project... Well, all is going very well except for that little bug where the ojects beyond the alpha texture doesn't show up...
Stop me if you already know this...
I figured that if I was going to have colored lights, then I should have colored bulbs. This is prooving to be more interesting than I had planned. I made a white, red, blue and green image of a bulb, and a negative of the white as an alpha. I never would have guessed that there'd be a problem... but I noticed that one bulb seemed to be more 'friendly' with other scenery pieces, and I checked what might cause it.
I thought that it was the reversed model (so you can see the bulb from the other side) that might be the culprit behind the "X-Ray" effect. So made 7 onesided 2D objects using those textures, as you see above, and assigned the SIAlpha to each one (except for the last 3). They are colored, in order above, Blue, Green, Red, White, White (usingSIAlphaDS), White (SIAlphaMask- which just was plain invisible), & White (A special model that I folded over itself- note the shadow...)
Take another look at the bulbs above, you'll see their faint tints. Now... I was making lights for a coaster and had that dreaded x-ray effect, so I put a coaster behind these...
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0061.jpg
Look closely at the Blue (1st) and Red (3rd) bulbs, and the last one, too. Something's going on here... It seems that the red bulb is showing part of the track (so's the blue, but very faint). I thought, what about a station:
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0063.jpg
Well, now that's interesting... It seems that certian RCT3 elements show through the alpha depending on color... lets see what happens with a train...
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0064.jpg
Huh... It seems that the different colors are affecting what other colors are showing throught the alpha texture. Let's try some walls and see what happens.
First Brick Walls
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0065.jpg
Ok... This is getting really interesting.... How about recolorable walls:
A Green Wall
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0066.jpg
A Blue Wall
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0067.jpg
And a Red Wall
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0068.jpg
Changing the colors of the objects behind the alpha textures also seems to have an effect, so the alphas are working as filters, kinda like filters work on black and white film, I think RCT3 uses something similar to make the alpha behave. I'm thinking that there is one color, perhaps a neutral gray (r128 g128 b128) that might allow for all colors to get drawn through the alpha, but deminished, is it would be in real life.
So I tried a few other experiments and came to the conclusion that magenta might be the magic color, as it's opposite effect seems to have great results (of course, magenta is the reverse of green, so maybe a pure green would work, too- the green bulb isn't true green).
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0087.jpg
Now let me skip over the dreary color tests and show you something interesting in this last shot:
http://www.vodhin.net/CustomScenery/Vodhin/Alphas/Shot0091.jpg
These are the last two special tests to see if I could get a 2 sided alpha with just one plane. The tall bulb was made by altering the texture (and it's alpha mask) to have 2 images of the bulb, and I folded the plane in half- snapping the verticies togetrher (but not welding them). I was pretty much expecting to see the bulb on the back side, but I wasn't expecting to see the second bulb- the one using the SIAlphaDS tecture type. So having a single plane with the SIAplhaDS type works as a two sided object.
More to come....
[EDIT] More information appears in Post #8