TRANSPARENCY MAP ADVICE?

edited December 1969 in New Users

Howdy there everyone! I was wondering if anyone can advise me how to make/use a transparency map? I've done some research and can't seem to find anything basic, mostly just stuff explaining WHAT a transparency map is and does, but now how to actually utilize it. I don't see an option under the surfaces tab even where to place the transparency map. I see bump, displacement, etc., but nothing for transparency. What I am trying to do is make an oval shaped sign for use within DAZ. I created it as a PNG texture and dropped it on a prim panel, but the surrounding area of the actual sign is all white and I want that part hidden. My understanding is I need to create a transparency map to hide that part. I did that by making another texture where the part of the sign I want visible is white, and the surrounding area is black, like you would make a mask. If that is the right way to do it I am still not sure where to apply it. Any advice would be greatly appreciated :)

Comments

  • TotteTotte Posts: 13,981
    edited December 1969

    Howdy there everyone! I was wondering if anyone can advise me how to make/use a transparency map? I've done some research and can't seem to find anything basic, mostly just stuff explaining WHAT a transparency map is and does, but now how to actually utilize it. I don't see an option under the surfaces tab even where to place the transparency map. I see bump, displacement, etc., but nothing for transparency. What I am trying to do is make an oval shaped sign for use within DAZ. I created it as a PNG texture and dropped it on a prim panel, but the surrounding area of the actual sign is all white and I want that part hidden. My understanding is I need to create a transparency map to hide that part. I did that by making another texture where the part of the sign I want visible is white, and the surrounding area is black, like you would make a mask. If that is the right way to do it I am still not sure where to apply it. Any advice would be greatly appreciated :)

    Opacity is the key...

  • edited August 2013

    Ahh ok I just figured out where to place the transparency map! I am having an issue where neither the texture or the map are falling correctly on the prim however :/ Only like the bottom corner of my sign is showing with the other parts cut off. I tried adjusting the size of the prim, and also the horizontal/verticla placement, which are both set to 1 and that isn't working :(

    Post edited by simon16436_55bfd56f76 on
  • ChoholeChohole Posts: 33,604
    edited December 1969

    Is your priim actually UV mapped?

  • TotteTotte Posts: 13,981
    edited December 1969

    Ahh ok I just figured out where to place the transparency map! I am having an issue where neither the texture or the map are falling correctly on the prim however :/ Only like the bottom corner of my sign is showing with the other parts cut off. I tried adjusting the size of the prim, and also the horizontal/verticla placement, which are both set to 1 and that isn't working :(

    Rendering so I cant screen shot, but in Opacity to the left of the color picker is a menu (same as for bump), add the Opacity map there. If it turns out inverted, just invert the map as it is reversed to a .png transpmap (opacity is controlled, not transparency, so white is 100% Opaque, and black is 100% transparent (.png transmaps are the opposite)

  • edited December 1969

    chohole said:
    Is your priim actually UV mapped?

    No clue. I didn't know it was supposed to be or find any instructions telling me how :/

  • edited December 1969

    Totte said:
    Ahh ok I just figured out where to place the transparency map! I am having an issue where neither the texture or the map are falling correctly on the prim however :/ Only like the bottom corner of my sign is showing with the other parts cut off. I tried adjusting the size of the prim, and also the horizontal/verticla placement, which are both set to 1 and that isn't working :(

    Rendering so I cant screen shot, but in Opacity to the left of the color picker is a menu (same as for bump), add the Opacity map there. If it turns out inverted, just invert the map as it is reversed to a .png transpmap (opacity is controlled, not transparency, so white is 100% Opaque, and black is 100% transparent (.png transmaps are the opposite)

    Ah ok let me try that! I did it the wrong way let me see if that fixes the problem. I'm not sure it will tho because BEFORE I even apply the transparency map my texture that I placed on the prim is only showing a portion of it on one side, and all the other parts seem to be wrapped around the other sides instead of it being on only one side :/

  • TotteTotte Posts: 13,981
    edited December 1969

    The oval shape, is that a sphere primitive that you have stretched?
    UV-mapping is one of the more difficult and tedious task when it comes to 3D, google it, and you will be amazed?
    If you just want a flat sign, make you texture square, and the apply it (plus opacity map, bump, normals or what you have to a plane primitive, that is the simplest way and wont involve UV-mapping etc (which you have to do in for example Hexagon, Carrara or any other 3D modeling app.

  • edited August 2013

    OK I think I need to start with this issue first. I'm going to keep it simple and basic so that you can understand my problem. The first image is just a sample png texture I placed on the prim. The second image is what it looks like when I actually place it on the prim. It's no point me worrying about the transparency map since I can't get the texture to appear right. That's just a sample to keep things simple, not the actual one I am using, but its the same size as the one I want to use. My understanding is in this case, I would use that original texture also as the transparency map. Any advice on how to get the texture to all appear on that prim as it does in the first image?

    Update: oh and yes to answer your question I am just using a flat primitive, not a sphere.

    All I am trying to do is place that texture (first image) on a flat prim, and block out the white around the oval. I can't get that first texture to appear right on the prim tho :/

    TEST_RENDER.png
    936 x 569 - 37K
    A_SECRET_PLACE_-_OVAL_LOOKING_GLASS_MASK_(INVERTED).png
    2000 x 741 - 28K
    Post edited by simon16436_55bfd56f76 on
  • JaderailJaderail Posts: 0
    edited December 1969

    That is odd. What format is your Image file? The Image should auto re-size to match the Primitive.

  • edited December 1969

    Hi there Jade! Yes I thought it was odd too! I was putting the image, which is a png, on a cube and it was overlapping around all the sides of it. I ended up putting it on a plane and that corrected the issue. I wanted it on a cube though because I wanted to give it some depth. Nevertheless, I resolved the original issue I was having, but that lead me to yet another question...is there a way to texture all the sides of a cube differently? I would think there is a simple way to do that, but I dunno LOL.

    Also I did not forget about our thread from the other day where we were talking about organizing content and renaming folders. I lost the thread and couldn't find it when I went back to it the next day....to let you know that I tried what I had done in the older version of DAZ...and it seems to have worked! I will leave that for another time though and not complicate this thread LOL

  • JaderailJaderail Posts: 0
    edited December 1969

    Ah.. Primitive Objects have NO UV maps, so it's all ONE big surface. We can fix that with DS4+ now. Use the Polygon Group Editor and Select each face one at a time and SAVE as a new Surface. THEN add textures to YOUR made surfaces.

  • Richard HaseltineRichard Haseltine Posts: 101,064
    edited December 1969

    Jaderail said:
    Ah.. Primitive Objects have NO UV maps, so it's all ONE big surface. We can fix that with DS4+ now. Use the Polygon Group Editor and Select each face one at a time and SAVE as a new Surface. THEN add textures to YOUR made surfaces.

    Terminological quibble: they are UV mapped, but they don't have multiple Surfaces.

  • JaderailJaderail Posts: 0
    edited December 1969

    Terminological quibble: they are UV mapped, but they don't have multiple Surfaces.
    Slaps Richard with a inflatable trout.
  • NovicaNovica Posts: 23,887
    edited December 1969

    Jaderail said:
    Terminological quibble: they are UV mapped, but they don't have multiple Surfaces.
    Slaps Richard with a inflatable trout.

    Why a trout? You got something against salmon or mackerels?

  • JaderailJaderail Posts: 0
    edited December 1969

    Novica said:
    Jaderail said:
    Terminological quibble: they are UV mapped, but they don't have multiple Surfaces.
    Slaps Richard with a inflatable trout.

    Why a trout? You got something against salmon or mackerels?Just had the trout at hand, the salmon was way over there >>>>>> at the time.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Just passing by ... ducking all the flying fish lol ...

    First question that came to mind was: Is the camera that is being rendered through back far enough to see the entire shape?


    ............

    n.b. at 12:47 am they reset the pages.

  • JaderailJaderail Posts: 0
    edited December 1969

    Just needs to be on a plane. Then add Displacement to get some depth to the primitive on the edges would be all I would do.

  • edited December 1969

    Ok guys I am back and sorry for taking so long. My days get away from me sometimes, so hopefully you will see this and I don't need to start a new thread. I tried following your guidelines to create a cube with 6 different panels, with some success. Naturally I am not doing something right so I think I have the steps wrong LOL.

    So once again, I am trying to create a cube and make all 6 sides have a different texture. I seem to have succeeded in getting the top panel textured and one of the side panels, altho the texture isn't applying properly, but I can't seem to recreate the same steps to texture the other 4 panels of the cube.

    The texture on the top panel and the side panel is stretched and only shows a corner of the the actual texture.

    These are the steps I am taking:

    1. I create a cube and select it.
    2. I click on Plygon Group Editor under tools.
    3. I right click on one of the panels of the cube and click on Polygon Assignment > Create Surface From Selected and then Enter a new surface name. It does come up in the editor where I can assign a texture (under diffuse). As mentioned it applies stretched and only shows one corner of the texture.
    4. I follow the same step for the other side panels and altho it seems to create each side in the editor nothing happens when I apply the texture. The sides just appear blank as before.
    5. I am however able to recreate the step for the top panel and apply the texture which is visible, but also stretched.

    I am not sure I am choosing the correct options. Anny suggestions? You have been most helpful here and I am moving along and learning many new and exciting things, but this has me stumped :/

  • JaderailJaderail Posts: 0
    edited December 1969

    The CUBE is not going to work for your sign. The Transmap will hide the edges and still not have any depth. Use a Plane and Create a Displacement map to create the edge depth.

  • edited December 1969

    Ooops sorry I meant to indicate that I got the sign working thanks to all of your guidance! I'm trying to do something completely different now, which is texture each side of a cube differently. The instructions you already gave were pretty thorough it seems, but somehow I am still failing :/

  • JaderailJaderail Posts: 0
    edited December 1969

    Oh. Ignore the blue dude in the corner.

  • edited December 1969

    Ok YAY I got all the sides textured successfully...but...the textures are still stretched on each individual side :/ Any clue what to adjust to make it texture fit? It's just a simple cube with a simple, but different, square texture for each side :)

  • patience55patience55 Posts: 7,006
    edited December 1969

    Invest in Hexagon.

    Cube 6 sides uvmapped, "click" "click" and "click". [give or take a click]
    Select each section and assign a Shading Domain, name the material and export out the .obj file.
    Import it into D/S and assign colours/textures to each side as you please.
    Save it out as a prop if you want to.
    Done.

  • edited December 1969

    eh appreciate the suggestion, but I need to make one cube and not really interested in making another purchase to do what I supposedly can do with Daz in a whole lot less steps without having to import an item from another application. My understanding is I CAN do what I need to within Daz, altho I could be wrong. I am almost there I an just having issues getting the textures to position right on each panel is all. I got busy this evening and didn't have a chance to play around with it more, but there has to be some reason the textures just aren't fitting right when the object is essentially UV mapped to accept textures for each side. I'm convinced I'm just doing something wrong or overlooking something that's probably simple :/

  • patience55patience55 Posts: 7,006
    edited December 1969

    eh appreciate the suggestion, but I need to make one cube and not really interested in making another purchase to do what I supposedly can do with Daz in a whole lot less steps without having to import an item from another application. My understanding is I CAN do what I need to within Daz, altho I could be wrong. I am almost there I an just having issues getting the textures to position right on each panel is all. I got busy this evening and didn't have a chance to play around with it more, but there has to be some reason the textures just aren't fitting right when the object is essentially UV mapped to accept textures for each side. I'm convinced I'm just doing something wrong or overlooking something that's probably simple :/

    iz okay ... it's rather an addictive hobby ... but if at the end it doesn't pan out and all you want is one box : click here.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    eh appreciate the suggestion, but I need to make one cube and not really interested in making another purchase to do what I supposedly can do with Daz in a whole lot less steps without having to import an item from another application. My understanding is I CAN do what I need to within Daz, altho I could be wrong. I am almost there I an just having issues getting the textures to position right on each panel is all. I got busy this evening and didn't have a chance to play around with it more, but there has to be some reason the textures just aren't fitting right when the object is essentially UV mapped to accept textures for each side. I'm convinced I'm just doing something wrong or overlooking something that's probably simple :/
    Daz Studio isn't a modeling application so you're very limited on what you can do with meshes. There's no means to alter UV maps or change the position of vertices beyond scaling. If you're having texture stretching or squashing issues, then you'll probably have to design the textures to match the shape of the rescaled mesh since changing UV's isn't an option.

    It all depends on the level of complexity you want. If you're just after a simple flat sign, then a cube will work fine. If you wanted, for example, a slightly weathered and battered sign you might either need to use displacement as was suggested by Jaderail or actually import a model to do the job.

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