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Partially transparent + non transparent material


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Hi, I am trying to achieve material to be partly transparent in some places and non transparent on some other places
when you just watch on ground or player face everything works good (see image 1)
But when I try to watch on sky initially non transparent part become transparent (see image 2)

 

How I can fix this? I attach material I use, I found it a good example from this mod
https://www.nexusmods.com/fallout4/mods/8677

 

material:
https://mega.nz/file/z6pERC5L#lMlMN7LQR6LV__cItwfS1l_IV5fKXQLONlWrw5COio4


 

Spoiler

post-31130805-0-78463700-1631011293.pngpost-31130805-0-50104400-1631011300.png

post-31130805-0-98190400-1631011482.pngpost-31130805-0-88518200-1631011490.png

 

Edited by Indarello
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5 hours ago, rhumpunk said:

Try to separate your meshes in parts and apply the bgem to the transparent part only

that will look terrible on pantyhose, in the worst case I will use material that allow full transparency + full non transparency, it works with sky 

Edited by Indarello
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6 hours ago, Indarello said:

thanks, but It don't work, I also tried to completely delete alphaproperty and nothing was changed, looks like all setup is taken from material

Yes, if you use material files, the textures and shader-settings in the Nif are ignored.
The problem is that only Effect Materials (bgem) support alpha blending, but not many other features.
So it would be the best, old method - to work without material files and to make shader settings and textures directly in Nif.

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I don't know what you're doing. Is the name of the file some kind of lens? In this case, the lens and other parts must be two separate NIF files, one with BGEM and the other with bgsm. The former is like the BGEM of the chemical bottle of the original game, and the latter is an ordinary bgsm.

The kind of stocking that is opaque, translucent and fully transparent at the same time is also handled by bgsm.

When the alpha channel is unchanged, it can be solid color or any color.

1606163877_36020210911214019204.jpg.36ced0fe25cffae7ed592ef92a084d17.jpg371713295_36020210911214011550.jpg.9a2fe5afcb4f68c6c6e737d7902c98d7.jpg

446637230_Fallout42021-09-1121-40-58-60.png.7197f5f592fca3404129ec4862618f84.png

5179676_36020210911214220333.jpg.dae852c4136488e1c2e74e7c09230061.jpg

176516908_Fallout42021-09-1121-42-02-08.png.96c42dfda39179818e2ca11d0903344c.png

 

 

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49 minutes ago, kziitd said:

I don't know what you're doing. Is the name of the file some kind of lens? In this case, the lens and other parts must be two separate NIF files, one with BGEM and the other with bgsm. The former is like the BGEM of the chemical bottle of the original game, and the latter is an ordinary bgsm.

The kind of stocking that is opaque, translucent and fully transparent at the same time is also handled by bgsm.

When the alpha channel is unchanged, it can be solid color or any color.

 

 

 

 

 

Sorry, I also dont understand what you mean here, same as you dont understand me

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On 9/9/2021 at 3:39 PM, Andy14 said:

4335 doesn't make a lot of sense.
Try 4333 or 4845

I found that model is transparent on sky because BSEffectShaderProperty (I think this means bgem), because it was transparent on sky even without alphaproperty and with different flags

I changed it BSlightningshaderProperty (I think it means bgsm) it dont transparent on sky but if I try to enable blending in niAlphaProperty it completely invisible ingame

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This is the bgsm setting of the silk stockings, and the alpha mixing mode is also standard. In this setting, I checked the environment mapping and mask scale, but I did not add the path of the environment mapping map. The silk stockings will not reflect like glass. If you need an effect similar to glass and smooth metal, you can add a cube map in the environment mapping path.

606284637_36020210912031700727.jpg.022e8e4eb197915ad9a53ff70fd917c0.jpg

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4 minutes ago, kziitd said:

This is the bgsm setting of the silk stockings, and the alpha mixing mode is also standard. In this setting, I checked the environment mapping and mask scale, but I did not add the path of the environment mapping map. The silk stockings will not reflect like glass. If you need an effect similar to glass and smooth metal, you can add a cube map in the environment mapping path.

I guess you just undertood what I need incorrectly

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At the same time, the setting of nif in nifskope is like this. I copied it directly according to other cases of translucent effect. At the same time, I did not set alpha property because the setting of alpha mixing mode in bgsm has taken effect.

1315342574_36020210912032607566.jpg.a899280a1e1c92f54f31ea7796cdb124.jpg

 

This is the preview effect after both bgsm and nifskope are set. It doesn't seem to work in the OS display, but there's no problem in the game.

1953394070_36020210912032947012.jpg.55d5ef50472ba0b3a77276543bbec5a9.jpg

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