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Mask Cutoff Not Working?


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With alpha masking pixels are always either entirely transparent or entirely opaque, depending on their values relative to the threshold. Changing theb threshold alters the mask if the alpha channel contains a gradient, but will never produce intermediate transparency. If you want graded transparency, you have to use alpha blending (with consequent higher resource consumption and alpha ordering artefacts).

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So, designate the glassy parts of your model as a separate material from the black, metallic parts.  When the model is uploaded to SL, the glass area will be a separate face on which you may vary the treansparency to your heart's content. You may designate up to eight materials on your model, and each one may correspond to unique color/texture/transparency/normal/specularity parameters.

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Yes, that's Blender, but the same functionality is in any 3D modeling software, although possibly with a different name.  In any case, you're looking for whatever function 3DsMax uses to assign material properties to groups of faces on your model.  SL allows you define up to 8 different materials on your uploaded model. You can bake some of those properties (color, texture, transparency) onto your model before uploading, but it is generally more cost-effective to apply them in world (It leaves you more flexibility as well).

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