I've noticed this with hair textures and my transparent wings, up close or far away it is noticeable.
5 comments
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Whystler It must have something to do with how the transparency for that particular material is generated. I wonder if the image is broken up into slices with full transparency between them.
Or it could be something to do with how transparency is rendered with this engine.
I don't have an answer. I think most of us just accept it lol. But it would be interesting to know why.
It's not a bug - I'm fairly certain of that. -
Cora Maybe Sansar is using a technique like this for transparency sorting.
http://digitalrune.github.io/DigitalRune-Documentation/html/fa431d48-b457-4c70-a590-d44b0840ab1e.htm
I actually love how the transparency works in Sansar. In most game engines overlapping transparency textures do not work well at all (like in SL), and require special care and limiting techniques to get things like hair looking correct.
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Teddy create mesh just by the edges of your wings and use another shader in the materials - transmissive+emissive
using of just quads for them will cast quad shadows
but, this shader doesn't work with the fog (or maybe fixed already)
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Just Me It is caused by the softness of the mask setting, when using Alpha Mask. Try using Standard+Transparent shader.
Alpha mask is quite crude in Sansar, great in Second Life/OpenSim but that maybe due to the OpenGL versions, I'm not sure.
Hopefully the Alpha Mask shader will be improved.
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Just Me Oh, TIP: You may have to apply a Tint (in the shader) to actually see any transparency layer, or leave it white (255,255,255) for clear.