Loaded the marcoor corridor and unlike any other set I've ever used this one seems to have walls that vacilate between solid and invisidble. Stuff varies depending on where the camera is rotated or tilted. Anyone else have this problem?
I'm having a few troubles with this set and the ones related. Most have to do with how it loads, applying materials, and the way the lights are set up— it's not very user friendly. This opacity problem is part of it and I found an answer— The transmaps are used on the floor grates so with the surface selector tool and right clicking- all of the opacity strength maps (there are 3 if you have the corner and corridor loaded) can be found and removed (to none).
I've done some test renders and cant notice a loss of detail or quality. It's not that noticeable to have these removed and so much easier now to put the sets together and bring in props, figures, etc. Another way to deal with the opacity map problem is too switch to drawstyle smooth shaded but it doesn't help on this set.
This is a cool set, the surfaces are AoA shaders. A lot of work went into it. There could have been some simple decisions made early on to make this so much quicker and easier to work with. I think the slots in the floor grates just could have been left black and depth added with displacement. I'm just settling with it being a curiosity since I dont know the story behind its creation.
Into customizing a bit more I edited 2 of the maps to make endcaps for the Corridor 2 since it doesn't have doors- just a plane with a door image on it.
Comments
In the viewport or after rendering?
Viewport?
That sounds like the OpenGL viewport/stacked transparency map 'problem'.
Does it render correctly?
Yes, it renders fine, just weirdly transparent in the viewport. Is there a fix?
Nope...it's a failing of the OpenGL shader and is pretty much considered 'normal'. All it effects is the viewport.
I'm having a few troubles with this set and the ones related. Most have to do with how it loads, applying materials, and the way the lights are set up— it's not very user friendly. This opacity problem is part of it and I found an answer— The transmaps are used on the floor grates so with the surface selector tool and right clicking- all of the opacity strength maps (there are 3 if you have the corner and corridor loaded) can be found and removed (to none).
I've done some test renders and cant notice a loss of detail or quality. It's not that noticeable to have these removed and so much easier now to put the sets together and bring in props, figures, etc. Another way to deal with the opacity map problem is too switch to drawstyle smooth shaded but it doesn't help on this set.
This is a cool set, the surfaces are AoA shaders. A lot of work went into it. There could have been some simple decisions made early on to make this so much quicker and easier to work with. I think the slots in the floor grates just could have been left black and depth added with displacement. I'm just settling with it being a curiosity since I dont know the story behind its creation.
Into customizing a bit more I edited 2 of the maps to make endcaps for the Corridor 2 since it doesn't have doors- just a plane with a door image on it.