Trying to learn how to have lets say 2 circles partially overlap and apply a 50% alpha to them but not get the effect of the 2 semitransparent parts adding together
Did some searching on the forum and it looks like you could do this in v4 using a rendertarget but we are building in v5 and that does not seam to be available anymore.
Thanks for any help
Greg
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Overlapping Alphas with out additive effect
Moderator: Support
Re: Overlapping Alphas with out additive effect
hi,
depends on the use case really. You could put the two circles into another layer. Use solid color and then apply a blending on layer level. A layer is am implizit render target.
you could also use the stencil test. If your circles have a solid color, just draw them to the stencil buffer and then draw a large rectangle in the correct color.
There are many different approaches.
cheers,
rou
depends on the use case really. You could put the two circles into another layer. Use solid color and then apply a blending on layer level. A layer is am implizit render target.
you could also use the stencil test. If your circles have a solid color, just draw them to the stencil buffer and then draw a large rectangle in the correct color.
There are many different approaches.
cheers,
rou
Re: Overlapping Alphas with out additive effect
Thank you, I had thought about the Layer option but really want to keep this in the 3D layer with all the other elements.
For this particular use case it is gridlines for a table that are over lapping and as a whole they would like to be an 8% alpha, but the overlapping points are of coarse are standing out due to the additive effect.
For this particular use case it is gridlines for a table that are over lapping and as a whole they would like to be an 8% alpha, but the overlapping points are of coarse are standing out due to the additive effect.
Re: Overlapping Alphas with out additive effect
Hi guys,
I also got 2 ideas. Scenes attached. Both use the depth.
Scene alphagrid2D just uses the Z-Testing set to 'NotEqual' - so the latest drawn element is only drawn where no other element ( depth-wise ) is located
Scene alphagrid3D is cheating a bit by using a cube instead of rectangles and makes use of the Improve Transparency Alpha Flag.
Might be a bit more lightweight than Layers or Render Targets.
Regards,
Götz
I also got 2 ideas. Scenes attached. Both use the depth.
Scene alphagrid2D just uses the Z-Testing set to 'NotEqual' - so the latest drawn element is only drawn where no other element ( depth-wise ) is located
Scene alphagrid3D is cheating a bit by using a cube instead of rectangles and makes use of the Improve Transparency Alpha Flag.
Might be a bit more lightweight than Layers or Render Targets.
Regards,
Götz
- Attachments
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- alphagrid2D.vzs
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- alphagrid3D.vzs
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