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Mario

bg
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#1   2013-03-21 20:02          
A few ways for proper looking (No Flickering) alpha channels behind transparent materials, single and double-layered decalable windows with reflections.

Single layered decalable windows with reflections:

The only thing here is that the loading order can't run paintable tranparent materials with two kind of reflections(Specular and Diffuse) so you have to choise one of these. If you don't use specular you'll get the windows with reflections.

Result of sigle layered:

You can see that on highly tinted windows decals shows clearly and looks better.

***

Second way is for double layered decalable windows(That you can use specular and reflections) and it's shows a proper working alpha channels behind transparent material.

Here the parts have to be separated in different loading orders, no matter for what headlights,taillight,windows. So if it windows the tint have to be a datechable part from the wondow (external layer with specular and reflections and internal only paintable)

The same is for head/taillights, the glass should be separated part and here you can use specular and reflections on the inner alpha channel part.


*All tests are made with png textures*

Jesus Christ

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#2   2013-03-21 20:07          
great find man! its an annoying problem for sure and this looks like a nice work-around :)
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Mario

bg
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#3   2013-03-21 20:35          
Tnx. And the second way with the separated head glass looks a bit annoying on first look, but with paintable glass it works also instead making many headlights variations with different glass

Bigg Boss93

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#4   2013-04-07 23:32          
sorry to bump this topic, but i reposted it on SLRR tutorial section to be found more easily.
LINKY

so i guess this topic could be locked(?), i leave that decision to the Godfathers tho. :)
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Jesus Christ

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#5   2013-04-07 23:59          
i suppose we can leave it open for discussion :) wont hurt
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Phonexius

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#6   2016-07-12 09:37          
Guys could you give me a hand whit this freaking rim.The rim is Fifteen52 Teardrops 3 piece rim. And the bolts that conect the pieces and a bolt tht holds the hub cap just vanish when I check the rim in the game while in 3DS Max they are there.

Thanks

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KeeJay

pl
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#7   2016-07-12 10:28          
Model has more than 64000 polies, so exporter can't export it. It's that simple. But can you explain why do you bump such old thread with not connected post, while you have SUCH THREAD HERE?

Phonexius

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#8   2016-07-12 18:42          
Just happened to see xD... Thanks

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