I've been using this darn program for 3 years, and when i started trying out 2012 i was excited with the whole viewport 2.0, hoping it will fix the damn alpha problems.
Well it didn't and its breaking my heart. Sometimes I wonder if I should just go and use 3Dsmax because this problem is really bugging the crap out me.
And that Xoliul 2 shaders looks too damn sexy, im crying here since you cant get that for maya T_T
Replies
Welcome to the club of inferior viewport renderer.
What are you talking about ? You've got viewport 2.0 ! The next generation, the viewport that all 3d package with viewport 1.0 are jealous of !
whoops sorry i mean lets have another fuck tool X sucks thread.
WHOOOO ITS A GHOOOOOOOOST
not really, but it makes it look like its a freaking ghost
Anyway, a workaround is to duplicate your shader, have one with transparency and one without. Apply the non-transparency one to your object, and the transparency one to the transparency parts. You can even "chop" up your model into several different objects just for this purpose. At least this will solve parts of your problem.
What bugs me is that these features are not a priority even though they would be some of the most helpful for studios that do game development. Anyway, it seems that with Maya everything always takes 2-3 iterations to become actually useful.
Yeah I'll be using it for the hair, and theres fur around the clothes as well. The screen i shown didnt really need transparency, but i was just pointing out the problem.
@chronic
That's all fair and nice, but people want the alphas to look properly and shadows to cast out correctly as well. bloom and glow sounds nice but for game devs most of that stuff is done on the actual game engine anyways.
I've been thinking the exact same thing. I mean it's not just for aspiring enthusiasts. Many studios could benefit from being able to get their in-game look or at least close enough in their used 3D Software.
As a new viewport renderer (VP2.0) they have the opportunity to re-write the transparency sorting features, for example take a look at the drop-down box in VP2.0 listing sorting methods (although they don't seem to have any noticeable effect).
The cgfx code/examples like Bloom and Motion Blur are interesting, not because they are directly useful to studio production, (although bloom preview would be useful at my workplace) but because VP2.0 seems to use CGFX as its primary language for high level shading instead of the older Cg. This could open up so many opportunities such as Alpha to Coverage, access to the depth buffer, and other things that could be uniquely useful if only they make it an open, user customizable system.
At my job we use CGFX shaders to mimic almost exactly the game engine, its so much easier to work this way because of the lengthy procedure needed to get stuff into our engine. The more Autodesk opens up the new viewport to use all of CGFX's features and capabilities the easier it will be to mimic the engine.
Best option is object sorting, if your object is combined to another one it won't make sense. It should try sorting by material basis. It works as in a game engine, it's not an issue, it's just the way it is. Autodesk should support threshold to 1 bit alpha, since most of games nowadays use that as a solution, which doesn't "require" sorting.
The other options are "simple" and "averaging", which doesn't make much sense for game dev.
Usually I see alpha planes, or alpha materials using a different mesh in games. Sorting by object in Maya makes sense if you want to display separate objects. Or you choose to separate or you don't have alpha sorting the right way. And yeah, viewport 2.0 supports that now.
Not to my knowledge. I know they work with certain light types with Maya's own materials, but not with CGFX.
Then you could simply re-order the vertices (by detaching/attaching) to solve the majority of the problems.