![]() The key here is that the mapping node is stretching the noise texture along the x axis by having the 'x' value of the scale to be very small. Blender Stack Exchange is a question and answer site for people who use Blender to create 3D graphics, animations, or games. Now we have a shield which is completely opaque when viewed from both sides except for a little window that is transparent when looking from inside. Now, in UV Face Select mode, select a few faces (I selected all of them expect the two marked as I and II), hit the Editing (F9) button, hit the Twoside button, and finally hit the Copy Draw Mode button. I'll explain here how to customize polygon object's faces visibility, ready to be exported by the AC3D exporter plugin (i.e.Īs you see, the polygon object has a basic material, a default Doublesided one, but in UV Face Select mode you only see the positive sides when looking from back they become transparent. Creating an AC3D file for FGFS is very simple, customizing face visibility could be tricky nonetheless, once you know how to do, it will be very easy. Basic behaviour of the Blender AC3D eporter plugin is to not consider the Material Attribute ”Double Sided” at all. You can change this, by selecting a face and hitting the Twosides button, this will make the face visible from both directions, and you get a bonus with that: after exporting the model to AC3D format, this face will be two-sided in AC3D file also. As you see, while in UV Face Select mode you have the same view as with AC3D, you only see positive faces' sides (in this case only face A) only, the others are rendered as being transparent. There's a way to make Blender consider a face to be visible from both sides: you use the material property called “Double Sided” (which is set by default). That's the basic behaviour of Blender and AC3D but you can customize a lot of things, as you wish. First thing you will notice is that while in Blender you see all faces' sides, in AC3D you see just one side of them. I exported the box to a box.ac file, in order to get you an idea how things work with other modelling software. In order to help our minds understand what normals can be, we could think each 3d face having an inside and an outside. These short notes are aimed at providing new Blender users with a few ideas about how to work with Face-Normals and Transparency, keeping in mind what happens when you convert the model to AC3D file format in order to use it inside FlightGear. Please note that this method works fine in Blender 2.68a, but in late versions the texture space does not work properly with curves and images as textures applied to blender curve objects. You can apply an texture as image to a SVG(curve object) in blender, and make an exact cutout of a person or other object, it’s not really 3d but its the same as image as plane application. ![]() In that way is good for rendering over night, in the other day you have all your cameras rendered. Some variations on the settings are possible, for instance I use shadeless and a bit of emit on the material texture when I want the cutouts to look brighter (and happier ). There is also the odd case in which the client does not like the blond girl in the foreground and asks you to remove her right before deadline. People can be added to the images in two ways, the easiest and most popular way seems to be in post processing (PS, Gimp), but there are advantages as well to inserting them in the Blender model as planes with transparency. ![]()
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