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Sweet Home 3D Forum » List all forums » » Forum: Features use and tips » » » Thread: textures » » » » Post: Re: textures |
Print at Dec 17, 2025, 8:40:49 AM |
| Posted by db4tech at Aug 5, 2010, 7:55:53 PM |
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Re: textures From what I can tell, I still have a lot to learn though! the settings you provided wouldn't work?? A d value of 1 = opaque, any setting less than 1 = transparent.As Emmanuel mentioned and I mentioned. Extra information for you: Frosted glass, Alpha blending or multiple layered textures aren't an option at the moment. So if you are using .png or .gif files that contain transparent areas (meaning the image file also contains an Alpha blend channel) the transparent area will render as black in Sweet Home using Sunflow. The transparent textures shows in the 3D preview window because OpenGL supports displaying transparent textures. For now we have to work within these limitations. One work around would be, produce your model in Sweet Home, export it as an .obj, import into another application like Blender, add extra textures and lights and render. Wow my 35 + light 12MP render just finished, took just over 37 hours, it is a massive file though, many of the lights in one large room and are placed within spotlights, each of the spotlight have back and side grills, so the lights are also shining out of the small holes too, producing lots more small light paths to calculate. Here are the results of the settings you provide above. ![]() The left vase is the settings you gave, the weirdness next to it is the settings you gave with a d value less than 1. The Ni value is the diffraction index. Ni 1 means that light doesn't bend while traveling through an object, which as can be seen produces strange results. The vase in the middle has a negative Ni value, producing a kind of concave effect, then higher Ni values on the right. db4tech |
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