Difference between revisions of "Transparency"

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= Additive Transparency =
<!-- ## page was renamed from transparency -->
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The flames on this burning bed are using additive [[Transparency_map|transparency]] to keep the colors "hot."  
<!-- ## page ported over from http://www.ericchadwick.com/portfolio/glossary/examples/transparency.html. -->
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<gallery mode="traditional">
= Transparency =
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Image:Transparency.gif|in-engine
 
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Image:flames.gif|map
== Additive Transparency ==
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</gallery>
 
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[[Image:Transparency$Transparency.gif]] [[Image:Transparency$flames.gif]]
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The flames on this burning bed are using additive transparency to keep the colors "hot."  
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See [[additive color model]].
 
See [[additive color model]].
  
== Alpha Transparency ==
 
 
{| border="1" cellpadding="2" cellspacing="0"
 
|-
 
|}
 
 
{| border="1" cellpadding="2" cellspacing="0"
 
|-
 
|}
 
 
{| border="1" cellpadding="2" cellspacing="0"
 
|-
 
|}
 
 
== Alpha Bit Depths ==
 
 
{| border="1" cellpadding="2" cellspacing="0"
 
|-
 
|}
 
  
{| border="1" cellpadding="2" cellspacing="0"
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= Alpha Transparency =
|-
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<gallery mode="traditional">
|}
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Image:crowd.gif|A texture using alpha [[Transparency_map|transparency]] in RT3D.
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Image:crowd_rgb.gif|The RGB part of the texture file.
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alpha.gif|The alpha channel of the texture file, in 8bit (256 colors).
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</gallery>
  
{| border="1" cellpadding="2" cellspacing="0"
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= Alpha Bit Depths =
|-
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<gallery mode="traditional">
|}
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alpha_8bit.gif|A closeup of the 8bit (256 colors) alpha channel. This is the highest bit depth used for alpha channels, because you can get a full range of grays with 256 colors. If we had a higher bit depth like 16bit (65535 colors), you would see the alpha looking a little bit smoother, but because texture filtering is so common now, it ends up softening your 8bit alpha anyway, and it looks fine.
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alpha_4bit.gif|A closeup of a 4bit (16 colors) version of the alpha channel. Still a lot of detail, but starting to break up some around the edges. This is a much smaller file than the 8bit alpha, which is good because it takes up much less memory. A good trade off.
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alpha_1bit.gif|A closeup of a 1bit (2 colors) version of the alpha channel. 1bit means only black and white, so there's no anti-aliasing. This is a very small file-- the visual quality suffers, but it saves a lot of memory. Not worth the degradation unless you really need the memory.
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</gallery>
  
== Subtractive Transparency ==
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= Subtractive Transparency =
  
[[Image:Transparency$subtractiveT.gif]] [[Image:Transparency$xray_hand.gif]]
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<gallery mode="traditional">
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subtractiveT.gif|In Engine
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xray_hand.gif|Map
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</gallery>
  
The x-rays on this light-table use subtractive transparency to make things under them darker, the way real x-rays do. The subtractive method isn't used all that often, so if you need it you should ask your programmer(s) if they can add it as a specific feature of the engine.  
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The x-rays on this light-table use subtractive [[Transparency_map|transparency]] to make things under them darker, the way real x-rays do. The subtractive method isn't used all that often, so if you need it you should ask your programmer(s) if they can add it as a specific feature of the engine.  
  
See [[subtractive color model]].
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See [[Subtractive Color Model]].
  
 
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[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 22:42, 11 December 2014

Additive Transparency

The flames on this burning bed are using additive transparency to keep the colors "hot."

See additive color model.


Alpha Transparency

Alpha Bit Depths

Subtractive Transparency

The x-rays on this light-table use subtractive transparency to make things under them darker, the way real x-rays do. The subtractive method isn't used all that often, so if you need it you should ask your programmer(s) if they can add it as a specific feature of the engine.

See Subtractive Color Model.


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