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EnigmA AMIGA RUN 29 (1998)(G.R. Edizioni)(IT)[!][issue 1998-07 & 08].iso
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Brushmap_ProblemII
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1998-06-21
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Date: Mon, 15 Jun 1998 12:27:10 +0400
From: ATREJ NETWORK <amiri@EMIRATES.NET.AE>
Hi,
I have constructed a simple space ship with some brush maps for altitude and
I have two questions:
- If I render the ship in the detail editor everything looks fine but If I
render it in the stage editor using quick render or the real render - no
altitude maps are used on the ship ?? I have 96 MB of ram - but still could
this be a lack of memory problem ?
- What do I do if I wanted to have a logo on my ship ? My problem here is
that the logo I want is circular and If I just use a brush map on the side
of the ship - the logo and the area around it appears to be pasted on the
ship ? How do I get rid of the area around the logo ?
Sorry if I have repeated some common problems here but I just started using
imagine to do some serious work.
Regards,
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Date: Mon, 15 Jun 1998 06:15:44 +0100
From: Matthew O'Neill <mash@DINGNET.DEMON.CO.UK>
make the area around the logo as the first colour on the pallette. Now
in imagine tick the use genlock box
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Date: Mon, 15 Jun 1998 17:50:05 +0400
From: Charles Blaquiere <blaq@INTERLOG.COM>
This is an FAQ, but please don't be sorry. There are two ways to make
the background behind a logo transparent:
1) Make sure the background is a single color, which doesn't appear
anywhere in the logo. Note the RGB value of this color, and enter it in
the Genlock Color dialog, found in the render dialog's Options tab. You
must also activate the Use Genlock checkbox in that brushmap's Usage
tab. These settings will make any brushmap pixel with the exact genlock
color, transparent.
The problem with this is, the Genlock function is an all-or-nothing
deal, like a 1-bit mask. This mask will create jaggy edges all around
your logo. You can decrease the problem by creating a very
high-resolution brushmap, but you'll never make it totally go away.
Another suggestion to make the logo outline look better is to pick a
brushmap background color as close to the basic object color as
possible, which is hard if your object is multi-colored.
2) The more desirable way is to create a second brushmap, where the logo
is black and the background is white. In your object's Attributes
dialog, use the Duplicate brushmap button to get an exact copy of your
color brushmap -- you want the same position/size/alignment settings.
Change the duplicate brushmap's filename to point to the black-and-white
image, and select the Filter usage option. This will force the logo to
be transparent (white = 100% filter) everywhere around the logo. Since
the black-and-white image allows you 256 levels of grey to play with,
you can create nicely anti-aliased edges which will look much better
than the jaggy edges you get using the Genlock method.
Unfortunately, the transparent areas created by the Filter map don't
only apply to the brushmap, but to the entire object. This means your
_object_ will be transparent around the logo! The way around this
problem is to make a new object which is simply a duplicate of the faces
which will receive the brushmap, and move this object a fraction of a
unit off the ship's surface. Essentially, you're "floating" the logo on
top of the surface. (You can delete any textures and brushmaps [like
Hullplate, etc.] that were copied from the ship, since this new object's
only reason for existance is to display the logo)
To create the object, make sure you have a copy of the ship saved to
disk, then in Pick Faces mode, pick the faces which will receive the
logo, Pick/Reverse Pick, and Delete. You can then remove existing
textures, apply the two logo brushmaps, and save this object under a new
filename. (Make sure you move it away from the ship by a fraction of a
unit; if you leave it at the same spot as the original faces, results
will be unpredictable)
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