How do I make a transparency map?
FrankTheTank
Posts: 1,131
I'm kit-bashing and need to put an inground swimming pool into a backyard scene with an existing ground plane. Right now I have a pool with a nice layer of green algae, thanks to the ground plane intersecting my pool.
I've read somewhere about making a "transparency map", but I have no idea how to do this, and I can't find the thread that originally discussed this. It was some time ago and I never bookmarked it.
Post edited by FrankTheTank on
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You want a black-and-white jpg which is white where you want the ground plane to show and black where you want it invisible.
Ok, and then I don't see where I would map that, is it under Cutout Opacity or somewhere else?
Yes, you would put that in your cutout opacity for your ground :)
Thank you!
When making grey scale maps I prefer to save them as .tif instead of .jpg, that way you don't get compression artifacts ruining the effect.
Good to know, thanks for the tip.
I would rather edit the geometry and cut out a hole for the pool in the ground in a 3d suite (Maya, 3d Max and so on) rather than fiddle around with a opacity map.
If you have the experience to do that without screwing up things that is an option. The best thing for new users and the inexperienced is to just make a transmap. It's very easy to do and you can get almost as good of results if you do it right.
I asked this elsewhere but I don't think I got a response: what about anti-aliasing? If you include it, then I think it will cause a faint gray line around the edge of the area in question... I was wondering if a two-color TIFF is a good idea, and a big one at that so that the result is smoother edges. Hope this makes sense.
A 16 bit gray-scale TIFF is the best option. Actual resolution is not as important as palette depth. A normal TIFF would just give you 8 bit 256 shades ranging from black to white while 16 bit has 65,536 shades for smoother gradients.
Modifying the geometry is definitely not for the faint-of-heart. And it still requires you to create a new texture map for the modified geometry. A transmap is really the best approach; it's faster, simpler to implement, and avoids a lot of unnecessary hassles.
Also, it should be mentioned that your transparency map should be based on the texture map used for your ground surface (better yet, if you have the texture template, use that instead; that way, you can see exactly which polys will be affected by the transparency). That will make sure your UVs match up.
Well, I wound up just going with an above ground pool because it was more complicated than I was able to handle with the inground pool.
There was actual polygon grass involved as well and I couldn't figure out how to deal with that. (I was trying to use FirstBastion's inground pool with C3D's Modern Home Deluxe, but instead just went with his above ground). So it worked out in the end, but I would like to figure out how to do for future use combining those 2 elements.
Once you know how to make tranparency/opacity maps, you can create all sorts of effects. I recommend giving it a go.
I've had to do some pretty creative stuff with transparency maps, and even had to hack the geometry of an environment prop to create a doorway in one of Jack Tomalin's West Park scenes. (Which meant that I could no longer use the original textures; I had to dial in a procedural shader.)
There is also a third alternative: the Geometry Editor in DAZ Studio.
You can use the Geometry Editor to create a new material zone on your object, and assign whatever surface you want to it -- or none at all (i.e., make it invisible).
Call it yet another "DAZ Hack"....
I would like to give it a go if I knew where to begin. I thought initially it would just be a matter of opening up a texture map for the backyard, converting it to black and white and then making the cutout for the pool where i want it and mapping it in opacity cutout. Sounds easy enough if I'm understanding things correctly.
The trouble is, I can't find the map I need to alter. If I go to surfaces, click on the lot, the lawn, the grass, etc. everthing just shows me seamless tiles. I think I've been through every node. I don't see a map outline of the backyard anywhere, the way I have seen with other backyards that I have, for example the Dream House pool lot. Thats an easy one to figure out. you can clearly see an outline of the backyard. So I think I know what I'm looking for, but I have no clue what to do with this one.
It's entirely possible that the 'back yard' prop you're using doesn't have a texture map; it could be using a tiled texture as a procedural shader, where a thumbnail-sized image is copied repeatedly to create a seamless texture. (It sure sounds like that is the case.) In that case, as the situation sits right now, you're kinda screwed.
If, however, your environment (or scene) includes a set of texture templates, then all is not yet lost; just download the templates, unzip them, and locate the template for the back yard. Assuming that there is one, which, the way you describe what you are seeing in the surfaces tab, seems increasingly unlikely.
There is also another possibility, and that is to import the back yard geometry into a 3-D modeler (I use Blender), and use the UV-unwrapping functions to create a UV map of that geometry, and build your transparency map from that. It is possible to use a tiled procedural shader for the diffuse channel, and also apply a UV-mapped transparency map to the opacity channel. (I have done this in Poser, but I've never tried it in DAZ Studio.)
The way you've described everything, that is starting to sound like your only option.
Unfortunately, there are no templates included with this item, so yes it sounds like my only option is that last method you mention.
Maybe you could drop in a ground from a different outdoor scene that has a texture in place of the ground you are currently using?
I did I try that, it works of course, but then I lose the polygon grass obviously, which looks so much better than a ground plane. Plus the original ground is not perfectly flat, it slopes slightly as it gets closer to the front of the house, so then that causes problems with other geometry like the driveway, sidewalk, etc.
Im still waiting to see someone explain how to make a transparency map. Telling someone oh just black this and white that doesn't do much. Ive searched all over and Im finding nothing. Daz is becoming extremely disappointing because its clear THEY dont care enough about their product to make sure there are adequate and up to date and easy to find tutorials in the very specific issues at hand. Perhaps they should take a que from second life!
You'll need access to a graphics editor. I use Photoshop CS6, other "paint" programs should work fine as long as they allow layers. Gimp is full-featured but free, if you don't already have a favorite program. (It's full-featured, with a learning curve to match, though. Just a heads up.)
Because your post isn't specific to your needs, I'll work with a plane primitive.
Let's say you want to create the eyes and grin of a "Cheshire cat" once the rest of the cat has disappeared; Something that's up in a tree and not so close to the camera as to be obvious it's a flat plane.
Now to create your cat in Daz Studio:
While creating a Cheshire Cat may not be something you'd ever use, the steps here should translate well for creating a mask for anything—Although with more complex objects, you'll need to work with the UVs to make sure your "cutouts," (the black area of the map,) are in right place for the object, and the image you'll use for a reference may well be the existing texture of an item.
I hope this helps.