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Transmission/opacity & normal map in Maya/Verge

Home Forums Graphics / Maya Transmission/opacity & normal map in Maya/Verge

  • This topic has 13 replies, 7 voices, and was last updated 1 year ago by kdv.
Viewing 14 posts - 1 through 14 (of 14 total)
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  • #32418
    KurtGR
    Customer

    Hi,

    I’m currently trying to create some water with a normal map – adding transmission/opacity doesn’t make the surface transparent – is this a limitation when a normal map is applied?

    Thanks,
    Kurt.

    #32420

    Nope, have you set a trancperency type in the material settings?

    Co-founder and lead graphics specialist at Soft8Soft.

    #32421
    KurtGR
    Customer

    Yeah I set it to blend and it hasn’t changed anything – img

    #32427

    Transmission will not work as expected, but opacity must. Can you share a screenshot of the material with textures and how they connected.

    Co-founder and lead graphics specialist at Soft8Soft.

    #32428
    KurtGR
    Customer

    To be honest I haven’t tried opacity with the alpha mode set to blend yet, let me try that and I’ll get back to you (sorry for the slow responses, I’m deep in webflow and puzzles right now)

    Thanks!

    #32472
    xeon
    Customer

    Super new to Verge 3d (2 days and counting)..but not to programming or MAYA but have not been able to get a transparent material to work yet. Even copied the material used in the steam-teapot’s MAYA file, exported the material and used it on my project and still not transparent. Is there a setting in V3d that has to be set?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #32479

    Try to set Alpha mode type to Blend with texture connected to aloha/opacity input of the material, not transmission.

    Co-founder and lead graphics specialist at Soft8Soft.

    #34176
    alexxis
    Participant

    Hi Xeon, I’m at the same point now, how to create glas.
    And how to get transparency…
    Could you solve it? :)
    I found out that the teapot glas needs some input in the normal camera.
    – shape set on “opaque” off
    – opacity low
    – transmission 100%
    tested several other settings now for one hour, no success…

    #34177
    tsvetan
    Participant

    Hi,

    I have the same problem with ALPHA map. I just want to make texture with transparent bg but it’s not working for me (also I’ve tried many different approaches. Even with the lambert material is not working). Here’s screenshots of my setup with AiStandardSurface:

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    #34181
    xeon
    Customer

    The following was my solution…not the best but it got me through a pinch.

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #34183
    xeon
    Customer

    the above is the alpha map. The screen shots show you the attribute settings and connections

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    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #34190
    alexxis
    Participant

    Hello,
    thank you both!

    I have also found a rough solution.

    GLASS: I replicated it from the teapot scene. I will describe below.

    ALPHA TRANSPARENCY: I have missed the “AlphA MODE” information, but found after long testing with the teapot scene a solution for opacity which is really strange but it works in every Alpha mode for transparency:
    The opacity input needs a PNG file with one layer in Photoshop (not merged to background in photoshop and no alpha).
    And you have to set a black layer on approximately 10% opacity in Photoshop. Then save this as PNG (when you reopen it will be a layer of 100% opacity, but it’s the same document, just simplified during saving process).
    In Maya in aiSurfaceShader plug it into R, G and B of Opacity.

    (If you want now something to be fully opaque (visible) you have to use this PNG and put the element as a white layer over the black transparent layer in Photoshop.)

    When I used Alpha Mode “MASK” also a black& white picture worked.

    GLASS: I used also a thin transparent layer in a PNG for the OPACITY input like mentioned above (this is how the teapot glass was done).
    And the photoshop layer opacity can drive how visible the glass becomes. (I used a black layer, I did not test a white layer).

    Then it was important to use roughness with texture and other imperfection maps (in every possible input, also in opacity), because otherwise it does not look like a realistic material. Your approach to put this into specular is right, but I would put in roughness only random imperfections in order to have it still more glossy over all.

    AO for GLASS : In the teapot scene they used the AO also with opacity and in roughness and in base color, which makes the glass much more visible and and shaded (sometimes is the AO of course inverted, depending on the map).
    I also found that using “coat” helps a bit, too, to make the glas more visible.

    IOR: I did not find out how I can get an IOR distortion with this shader.
    I think it could be driven over normals? I have no experience with this, I’m normally working with Vray which is very different.

    (this answer is posted twice, after editing and submitting my first answer it wasn’t anymore visible in my browser)

    #63296
    scote
    Participant

    If you all try to get glass Effect with Arnold you need to use Transmission and not Opacity.

    Transmission is the effect for glass
    Opacity is just a mask or an alpha use to cut a shape out l: like you need the shape of a leaf but on a plane geometry.

    #63299
    kdv
    Participant

    If you all try to get glass Effect with Arnold you need to use Transmission and not Opacity.

    Transmission is not supported by MeshNodeMaterial and MeshStandardMaterial used in Verge3D…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

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