svero
12-12-2005, 11:42 PM
This is probably a better question for a Softimage Xsi forum, but I've given the cg forums a shot and so far not much luck. It seems to be a bit of a game specific problem I guess... not something your normal rendering dudes deal with much.
Say I have a glass sphere that is tinted slightly green and has some specularity and highlights. If I render that out to an image I get a nice glass sphere which I can see inside of an through etc. The default background is black.
Now if i render the glass sphere to a file.. say png or tga with alpha, what I get is a glass sphere which is see through but where the background behind the sphere itself is not just transparent, but rather a composite of the black background from the scene and the green glass color. So if i pasted it over a black background it would be the perfect see through alphad sprite, but if i paste it on a white background suddently it looks all wrong since you're looking through it to black.
Hopefully thats a clear enough description of the problem.
So far the only solution I've found is one for clear glass where I render only the specularity and highlights.. but for colored glass I can't see any way to get rid of that black. Anyone know a solution to this?
Say I have a glass sphere that is tinted slightly green and has some specularity and highlights. If I render that out to an image I get a nice glass sphere which I can see inside of an through etc. The default background is black.
Now if i render the glass sphere to a file.. say png or tga with alpha, what I get is a glass sphere which is see through but where the background behind the sphere itself is not just transparent, but rather a composite of the black background from the scene and the green glass color. So if i pasted it over a black background it would be the perfect see through alphad sprite, but if i paste it on a white background suddently it looks all wrong since you're looking through it to black.
Hopefully thats a clear enough description of the problem.
So far the only solution I've found is one for clear glass where I render only the specularity and highlights.. but for colored glass I can't see any way to get rid of that black. Anyone know a solution to this?