Indarello Posted September 8, 2021 Posted September 8, 2021 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
rhumpunk Posted September 9, 2021 Posted September 9, 2021 Try to separate your meshes in parts and apply the bgem to the transparent part only
Indarello Posted September 9, 2021 Author Posted September 9, 2021 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
Andy14 Posted September 9, 2021 Posted September 9, 2021 4335 doesn't make a lot of sense. Try 4333 or 4845
Indarello Posted September 11, 2021 Author Posted September 11, 2021 On 9/9/2021 at 3:39 PM, Andy14 said: 4335 doesn't make a lot of sense. Try 4333 or 4845 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
Andy14 Posted September 11, 2021 Posted September 11, 2021 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.
kziitd Posted September 11, 2021 Posted September 11, 2021 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.
Indarello Posted September 11, 2021 Author Posted September 11, 2021 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
Indarello Posted September 11, 2021 Author Posted September 11, 2021 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
kziitd Posted September 11, 2021 Posted September 11, 2021 4 hours ago, Indarello said: Sorry, I also dont understand what you mean here, same as you dont understand me I mean, if you are not going to split the NIF file, use bgsm to achieve the effect of any degree of transparency at the same time.
kziitd Posted September 11, 2021 Posted September 11, 2021 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.
Indarello Posted September 11, 2021 Author Posted September 11, 2021 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
kziitd Posted September 11, 2021 Posted September 11, 2021 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. 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.
kziitd Posted September 11, 2021 Posted September 11, 2021 3 minutes ago, Indarello said: I guess you just undertood what I need incorrectly Ah? Aren't you trying to solve the effect error when rendering translucency and opacity.?
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