Sky banding and more waveset fun!

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Sky banding and more waveset fun!

Postby Whilyam » Wed Jul 09, 2008 7:35 pm

Okay, two problems. One, my sky texture is routinely turned from it's smooth, gradient-like self into a horrible-looking texture with big bands of color as seen in the following picture.
skybanding.png
skybanding.png (90.77 KiB) Viewed 3291 times


Secondly, I'd like to get my waveset to *not* reflect certain objects (trees) that appear to be floating in mid air.
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Re: Sky banding and more waveset fun!

Postby boblishman » Thu Jul 10, 2008 8:14 am

don't compress your sky texture ... in the Map Image Tab ... deselect all the buttons MipMap, Gauss, Interpol etc.,) ... should sort it out ...
(btw, it's the Interpol & MipMap button selected together that compress the textures and causes that effect on very large objects)

you waveset ... I think it's in the parameters of the dynamic envirnment mapping ... check out the wiki. You could also try moving the object centre (but NOT in the Z direction!!!)
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Sky banding and more waveset fun!

Postby Whilyam » Thu Jul 10, 2008 10:40 am

Thanks! The sky looks good now.

Two new problems, though (not new, just the highest priority now :D)

1: Most transparent objects get "washed out" by the waveset if I view them in front of the waveset.
transissue.png
transissue.png (143.22 KiB) Viewed 3220 times


2. One material (a rock material) completely over-rides any transparent texture
transissue2.png
transissue2.png (216.11 KiB) Viewed 3219 times
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Re: Sky banding and more waveset fun!

Postby Jojon » Thu Jul 10, 2008 10:54 am

Looks like another case of the Z-sorting thingiemajig, that was apparently very recently moved from being set per material (via ZOffs) to per object (via PassIndex [first tab in object buttons panel]).
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Re: Sky banding and more waveset fun!

Postby Whilyam » Thu Jul 10, 2008 12:24 pm

How is that set for proper sorting? Currently all objects are set to 0
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Re: Sky banding and more waveset fun!

Postby Kato » Thu Jul 10, 2008 12:33 pm

Objects with a higher number are drawn ontop of objects with a lower number IIRC.

About the rock: make sure no Alpha options are on, that it is compressing without alpha.

-Kato
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Re: Sky banding and more waveset fun!

Postby Whilyam » Thu Jul 10, 2008 1:42 pm

Kato wrote:Objects with a higher number are drawn ontop of objects with a lower number IIRC.

About the rock: make sure no Alpha options are on, that it is compressing without alpha.

-Kato

Okay, the thing is I'll have to be able to see the rock in front of the bushy thing and the bushy thing in front of the rock interchangably as I move around the age.

Also, the rock has an alpha vertex blending layer. Does this count?
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Re: Sky banding and more waveset fun!

Postby Nadnerb » Sun Jul 13, 2008 11:37 pm

Yes, that counts. (the vertex alpha) You should push up the passindex on the objects being overdrawn by the rock. In fact, it looks to me like the objects being overdrawn have Ztransp set, meaning they aren't writing to the z buffer and are completely reliant on being drawn in the correct order.
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