I have to draw texture with transparent areas on square. But I don't want this transparencies to take color from this polygon, but from the background. Do you have any good tutorial to achieve it?  --EDIT--     glColor4f(1,0,0,1);    glBegin(GL_QUADS);    glTexCoord2f(0,0); glVertex3f(-0.5, -0.5, -1);          glTexCoord2f(1,0); glVertex3f(1, -1, -1);          glTexCoord2f(1,1); glVertex3f(0.5, 0.5, -1);          glTexCoord2f(0,1); glVertex3f(-0.5, 0.5, -1);    glEnd();   I just takes color from polygon. How to make this polygon transparent.
122341
Good Morning StackOverflow, I'm having a bit of a problem right now as I can't seem to find a way to render part of a texture transparently with openGL.  Here is my setting : I have a quad, representing a wall, covered with  (converted to PNG for uploading purposes). Obviously, I want the wall to be opaque, except for the panes of glass. There is another plane behind the wall which is supposed to show a landscape. I want to see the landscape from behind the window. Each texture is a TGA with alpha channel.  The "landscape" is rendered first, then the wall. I thought it would be sufficient to achieve this effect but apparently it's not the case. The part of the window supposed to be transparent is black and the landscape only appears when I move past the wall.  I tried to fiddle with GLBlendFunc() after having enabled it but it doesn't seem to do the trick.  Am i forgetting an important step ?  Thank you :)
82928
For some reason objects don't show their transparency all the time.  In this image the circles in red are suposed to be transparent like the ones in green.    When I select the object in the back, all objects in front of it become opaque.    When I select the two objects that are opaque, then they become transparent as they sould be.    The display is in GLSL mode  These are the material and texture properties      I'm not worried about the final render, just the editing view. I would like to see the actual transparency at editing time only, because the scene is to be imported in a third party game engine.  Blender is v2.68   is the blend file
106455
Is there any way to make a totally white shadeless material in Blender Cycles? I need to render something as a silhouette being totally white and the background (the background isn't an image or geometry, is just non-existent) completely black. Or make the geometry totally white with not shadows or lights at all, and the background totally black.  I know that in Blender Render you can simply make a Shadeless object texture by pressing the button with the same name and reducing the reflection of the same geometry.
7776
I'm trying to render a lightsaber on a transparent background to use as game sprites. I've followed a  on youtube to create the glow/blur effect and it worked great on a black background but it's completely invisible on a transparent background. I figured I had to put an alpha channel node somewhere to make it work but I tried all the "alpha" named nodes all over the place and without success.   This is how the node setup looks like   Here is the  if you want to take a closer look.  EDIT: Found a solution/workaround. Doesn't look as good as before but it's close enough.
81173
So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.  After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:  - all - 1 faces of the cube being covered nicely in the main texture  - 1 face covered in blank material with a decal in the middle of it  - the whole thing partly coated by a huge "stain" of a decal  So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it? I am working on a bigger project right now and having this ability would be useful
120261
I would like to produce a box with an effect like this one :     I have been trying to create a mix shader between glossy and transparent to achieve this effect, but it didn't gave me anything close to this...    Any ideas on what shader to use ?    Thank you ! :)
82559
Is there a material or render setting which makes the whole rendered image transparent at the spot of an object? I.e. not to create only a transparent object where the background is visible, but a transparent „hole“ with Alpha=0? I know that this can be achieved post-rendering by the Compositor and e.g. Cryptomatte, but I would like to define the transparent areas before rendering. Greetings from Germany, Tschöbbel
15629
This is an odd request and something I've never had to worry about in Illustrator until now. I'm building out a logo that will be printed on a shirt. Instead of having a solid black border around the vector hand, the client wants the black border to be "transparent" so when it is placed on top of a pattern, you see the pattern background. I have an example below of what I'm trying to accomplish.      The second photo I mocked up in Photoshop to show what I'm trying to do. It's very easy to select the border path in Photoshop and simply wipe it out. Does Illustrator have a "transparent" fill option in the Path area? Selecting a color and dropping the transparent percentage didn't do the trick.
34874
I have a matrix of size MxN and I want to make a surface plot directly from above so that each cell in the matrix is drawn as a square. None of the pgfplots shaders really do what I want, since they draw squares between the cells of the matrix (i.e. a 3x3 matrix ends up as 2x2 cells when plotted). The example hopefully makes it clearer:  \documentclass{article}  \usepackage{fullpage} \usepackage{tikz} \usepackage{pgfplots} \usepackage{pgfplotstable}  \pgfplotstableread{         0 0 0         0 1 1         0 2 2          1 0 3         1 1 4         1 2 5          2 0 6         2 1 7         2 2 8 }\data  \begin{document} \foreach \shader in {interp, flat, flat corner} { \begin{tikzpicture} \begin{axis}[         title={\texttt{\shader}},         title style={                 at={(0.5, 1.5)},                 anchor=north,         },         width=.3\linewidth,         view={0}{90},         colormap/hot2,         colorbar horizontal,         colorbar style={                 at={(0.5, 1.02)},                 anchor=south,                 xticklabel pos=upper,         }, ] \addplot3 [surf, shader=\shader] table {\data}; \end{axis} \end{tikzpicture} } \end{document}      How do I arrange my data so that each cell in the matrix is drawn as a separate cell in the output?  EDIT: I realised after entering the question that the answer is very simple, so I'll just answer this myself.
66998
I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system.  I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background.  I plan to handle collision as follows:   Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help)   I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background.  I've read that per pixel is slow, so given my large levels and number of objects I  don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.
116095
I was wondering if I used Photoshop to make a portion of my picture transparent, Would Blender be able to use those transparencies while importing the photo using the Import images as a plane Add-on
100861
I am looking for a way to achieve a MacPaint style effect from a full color RGB piece. See below for an examples of the style.     Basically what I need is a way to assign a different 1bit patterns to different color values (alternatively to a different grey values) in photoshop, or some other windows software (I have found  that seems to be able to do that, but it is MacOS only).   The piece I am using it on is just few objects against dark background, but because the objects rely heavily on gradients, doing it by hand would take forever.  Thank you in advance.
99851
I'm using Gimp 2. The default grid-style transparent background makes it incredibly difficult to get a sense of what the image will actually look like, when I finally display it over a background. Is there a way I can make the transparent background display as something other than the default grid, for example as a simple white background?
98588
I'm trying to draw a quad in 2D (in SharpDX, but that is basically XNA). But texture correction is not working, and I'm getting only an affine textured quad.     I'm using BasicEffect to render it.   BasicTextureEffect = new BasicEffect(Device) {     Alpha = 1.0f,      TextureEnabled = true,     LightingEnabled = false,     VertexColorEnabled = true,      Projection = Matrix.OrthoOffCenterLH(0.0f, ScreenWidth, ScreenHeight, 0.0f, 0.0f, 1.0f), };   It is an 2D isometric game. I have pseudo-3D coordinates in isometric world (it's a shadow on the ground) converted to screen space, and then rendered using DrawQuad.  Do I need to set-up view (or projection?) somehow, to real 3D (emulate the isometric camera), and then draw this quad in 3D coordinates instead? How eventually? Or is there a way to correct this in 2D?  Update:  I've uploaded the actual partial screen-shot (Figure A), for you to see it's almost the same. (I cut it a bit, but it goes all to the corner)   &ensp;   &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; Figure A &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; &ensp; Figure B  Update 2:  I can confirm now, that plain SharpDX (XNA) BasicEffect does this with just plain UW mapping (4 corners of a square), and plain DrawQuad. I've temporarily changed it to include center point, and I do draw 4 triangles instead of 2 (Figure B), this reduces effect to minimum, but it's still there. It still needs to be solved, because I won't be using it only on shadow.
64556
I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)  EDIT:  I was looking for something like the hand in Kinectimals :    Thanks
69709
I have a polygon layer which I am drawing in ArcMap using a graduated color symbology:  Is it possible to vary the transparency between the classes, so that the transparency tapers off with the color ramp? For example, draw the first range (0.175 - 0.225) with no transparency, but the last range (0.45 - 0.52) with 50% transparency. This is the effect I am trying to mimic, taken from Google Earth as a polygon KML:  One workaround could be to create a separate layer for each class using a definition query, vary each layer's transparency, then group them together but I am looking for a less cumbersome approach.
95634
I want to make object transparent, but the object itself should not be visible through itself. It's in an animation that rotates it, but at a certain angle I can see parts of the object through other parts of the object, which I don't want. So object should be transparent for everything in the scene, but this object. Below I pointed with red arrows those "whiter" pieces that are semitransparent white over semitransparent white which I don't want to get:    Currently it have 3 materials on it (front, back and sides) and transparency + backface culling is done like this:     For rendering I'm using Cycles engine and Blender 2.73.1. Is there anything I could do to make that happen? I think it got something to do with geometry settings but I have no idea what to set and how.