fabric disappears
When I add the main fabric of the skirt the fabrics from the top layers (bands) disappear. I tried already to work with layers, place upfront, thickness collision, and rendering. Nothing works. Also, the fabric should not be transparent. I think it must be something with the fabric, as when I add another fabric it shows everything ok. I cannot find what is wrong with the fabric, as I'm doing exactly the same as for other fabrics from previous projects.
Any ideas?
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Official comment
Hello nathalie17, can you please select your fabric in the Object Browser and send a screen shot of all the properties of that fabric.
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Hi nathalie17,
Is the print you applied in JPG format? If it's in PNG it will appear transparent
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hi, it is a PNG but should not be transparent, as the weave is dense. I m using PNG files for years in CLO just because they keep transparency when it is really transparent fabrics. This one is not a transparent one, as it has a dense weave and yarns with substantial diameter.
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Try with JPEG and report back. It should take one minute to convert it and rule out if that is the prob.
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thanks Pablo that worked, so it was a problem with transparency on the print that was applied on the weave. Because I saved it as RGBA it kept transparency. Once saved as PNG RGB it worked.
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When you save a .png as RGBA (with alpha channel) you can decide what value to set the transparency within the alpha channel from some image export software's for the transparency component (0,255) (black or white).So check out your image editing software or texture software and look at the save format setting options.
[ To render transparency in a fabric material shader your opacity slider setting will need to be dialed up along with a RGBA file type in the texture (diffuse) slot]
In CLO3D you can still use .png files for texture images but consider how you formated them in your previous process. What you can check > is either save out as .png > RGB (with no alpha channel) or you can save as RGBA and choose the value for transparency within the alpha channel (black or white) such that it renders opaque in CLO3D (flip the transparency Chanel's value) . The vray render will treat the alpha channel transparency in one way and the CLO3D internal render view may treat it in the 3D preview in another manner. This is because these are two differing render engines in the software.
No need to reformat your images to .jpeg as that will only reduce the image quality you retain or add to your number of files, best to simply adjust how you export .png in future, if you are not using transparency in a .png format - do you need to save it as RGBA verse RGB ? Simple fix.
Below simple mesh texture with a black and white transparency mask set into alpha channel
when you save out textures from image editing software you can decide what .png format channels to export (with transparency channel or not)
In this case I want transparency as a channel in my image data, so I would save as ? .png > RGBA. If I did not intend to have a transparency channel I would save as > .png > RGB
Above you can see how I load a black and white image to plug into the Alpha slot of the tulle texture to render non woven gaps (using a B+W mask image) as transparent.
Above - I could also apply a filter to the image I am using as a mask to create transparency in the Alpha channel [A] by placing into the image editing stack an invert filter. This flips the image values now and where it was previously transparent it will now be opaque.
For this tulle that would be incorrect when I save out a RGBA image texture. So I revert to what I had in the original image stack setup.
This is the correct value for the .png > RGBA image to render the mesh transparent in between the tulle mesh weaving.
If I saved the texture out as a > .png > RGB image only (see below) that would be the same as me deleting the Alpha mask in the diffuse image, in the texture stack below.Thus resulting in an image that has no need for alpha transparency. (which would be wrong for this texture).
My point to these simple examples > that you need to decide if your texture image needs transparency, and then if it does , then you need to decide what value (black or white) does your render engine render transparency in. So you need to check a few things out in both software's (image editing) or texture creation before you pass it into the next software (CLO3D) as you choose what render engine to use (Vray or 3D window internal preview) as the transparency value (black or white) may not behave the same in all shaders within render engines.
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thanks ottoline for the detailed explanations in shadermap!
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