verixx Posted July 30, 2016 Posted July 30, 2016 Hello. I am starting my journey down the path of a content creator. I thought I was creating a simple enough mesh that things would go smoothly. I'm just dumbfounded. I double-checked and tripled-checked the mesh. There are no missing faces and all normals are facing outward. There should be no problems with it. So why is it that now that I have uploaded it and its textures to Second Life, one face is seemingly not rendering or something?
Aquila Kytori Posted July 30, 2016 Posted July 30, 2016 Hi I don’t have night vision enabled so this is just a guess, Alpha sorting? Do your textures contain an alpha channel? If so try removing the alpha channel before uploading the textures.
verixx Posted July 30, 2016 Author Posted July 30, 2016 I created the texture in GIMP, so I went back into GIMP. Now that I'm noticing, GIMP uses an Alpha Channel by default which cannot be deleted. The Alpha was solid white, so that shouldn't be the problem. However, I then opened the texture in Photoshop to delete the Alpha Channel, and it wasn't there. The Alpha Channel must just be a GIMP thing. Since the texture doesn't have an existing Alpha Channel after all, Alpha isn't an issue.
arton Rotaru Posted July 30, 2016 Posted July 30, 2016 Select the face in question (select face mode), go to the texture tab and check if the Alpha Mode drop down menu is greyed out. If it isn't greyed out your texture has an alpha channel. And if it is set to Alpha blending ( the default) then alpha is always an issue. If it set to Blending, set it to None and see if it resolves your issue.
Drongle McMahon Posted July 30, 2016 Posted July 30, 2016 "GIMP uses an Alpha Channel by default which cannot be deleted" Layer->Transparency->Remove Alpha Channel (Gimp 2.8.2, at least)
verixx Posted July 30, 2016 Author Posted July 30, 2016 Yes, it turns out, Alpha Blending was the issue. Still not sure why only one face was affected, however. Nonetheless, thanks for the help, everyone.
Zed Tremont Posted July 31, 2016 Posted July 31, 2016 Verixx, Noted you also use Photoshop. If you save as a .tga, personal preference of me there are two ways to save in this format. 1. 24 bits 2. 32 bits If you do not wish a alpha channel save as 24, with alpha channel 32. Each channel will use 8 bits Meaning R(ed) 8 bits + G(reen) 8 bits + B(lue) 8 bits = 24 bits R(ed) 8 bits + G(reen) 8 bits + B(lue) 8 bits + alpha 8 bits = 32 bits Simple said if you would save a a 32 bits you will force a alpha channel even if this wouldn't be immediately visible inworld. You can verify this in sl by pressing crtl + alt + t, alpha will show red
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