[Sidefx-houdini-list] OpenGL ROP with transparency?
malexander at sidefx.com
Fri Nov 22 19:14:12 EST 2013
It might be something specific with the shader, as UVQuickshade with
some transparent textures, object level materials and a test of multiple
materials via Material SOPs works for me.
Incidentally, the GL renderer setting only works in hython/hbatch.
Otherwise it uses the same renderer setting as Houdini is currently running.
If you'd like to submit a bug with the hip file that would help in
tracking the problem down.
On 11/22/2013 05:51 PM, Alex Czetwertynski wrote:
> I have had that issue since h12... I remember the person I was working with
> filled a ticket with support, but it seems like it never got fixed.
This was fixed in June in 12.5.437, and in H13 too.
> On Nov 22, 2013 4:31 PM, "Craig Hoffman" <craigleehoffman at aol.com> wrote:
>> Anyone know if the OpenGL ROP with Transparency turned on is busted in
>> H13? (I am running H.13.0.237)
>> I have a ribbon of geometry with the 'Constant' and "Mantra Surface
>> Builder" material applied to it with a translucent texture. It looks fine
>> in the GL view and renders as expected with Mantra, but when I try to do
>> the OpenGL ROP I can't seem to get the texture to show up at all when I
>> have 'Transparency' checked (in any of the quality settings and any of the
>> "GL Renderer" settings). Turning it 'off' results in the ribbon showing
>> I have tried various combinations of Transparency and "GL Renderer"
>> settings, (as well as other settings), etc. with no luck. When I turn off
>> "Transparency" the ribbon shows up, but with solid opacity no transparency.
>> It seems weird that the OpenGL view works fine, but the ROP doesn't. Any
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