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An Artist's Real-Time 3D Glossary |
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Transparency Examples |
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Additive Transparency | ||
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The flames on this burning bed are using additive transparency to keep the colors "hot."
See additive color model. |
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Alpha Transparency | ||
A texture using alpha transparency in RT3D. | ||
The RGB part of the texture file. | ||
The alpha channel of the texture file, in 8bit (256 colors). The alpha can either be a channel within the texture file, or it can be its own texture. Depends on what your engine requires. | ||
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Alpha Bit Depths | ||
A closeup of the 8bit (256 colors) alpha channel. This is the highest bit depth used for alpha channels, because you can get a full range of grays with 256 colors. If we had a higher bit depth like 16bit (65535 colors), you would see the alpha looking a little bit smoother, but because texture filtering is so common now, it ends up softening your 8bit alpha anyway, and it looks fine. | ||
A closeup of a 4bit (16 colors) version of the alpha channel. Still a lot of detail, but starting to break up some around the edges. This is a much smaller file than the 8bit alpha, which is good because it takes up much less memory. A good trade off. | ||
A closeup of a 1bit (2 colors) version of the alpha channel. 1bit means only black and white, so there's no anti-aliasing. This is a very small file-- the visual quality suffers, but it saves a lot of memory. Not worth the degradation unless you really need the memory. | ||
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Subtractive Transparency | ||
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The x-rays on this light-table use subtractive transparency to make things under them darker, the way real x-rays do. The subtractive method isn't used all that often, so if you need it you should ask your programmer(s) if they can add it as a specific feature of the engine.
See subtractive color model. |
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