Masked threshold issue

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AlexisVGR
Posts: 37
Joined: Wed Jan 18, 2012 8:23 am

Masked threshold issue

Postby AlexisVGR » Thu Sep 05, 2019 11:57 am

I'm experimenting with a scripted material. The setup is as follows:
-Albedo with alpha. Alpha contains shades of gray in 10% increments
-Masked material
-Threshold set to 0
-A script is assigned, that controls the threshold value in the sim

When loading up my test object and with cutoff set to 0, the entire object cast shadows, just like it should. The darker shades of the texture's alpha, though, appear translucent -but cast shadows.

When I bump the threshold up via the script, the alpha sections are clipped properly the shadow shape changes, but the darker tones still remain translucent, even if they're over the threshold.

The test object can be made available via PM if needed. Please advise.
SimWorks Studios
Alex Vletsas
3D Modeler & Animator
http://www.facebook.com/SimWorksStudios

AlexisVGR
Posts: 37
Joined: Wed Jan 18, 2012 8:23 am

Re: Masked threshold issue

Postby AlexisVGR » Sat Sep 14, 2019 8:41 am

To expand a bit upon this problem. In another project we are showing/hiding crew using a masked material and a lua script. The texture has no alpha map.

When the alpha is set to 1 through the script, the crew shows up correctly, casts shadows and all is good. Masked threshold is set to 0.5, which should make the shadow disappear if Alpha is set to less than that. When the alpha is set to 0 the crew disappears properly, but it still casts a shadow.
SimWorks Studios
Alex Vletsas
3D Modeler & Animator
http://www.facebook.com/SimWorksStudios


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