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Eyes become invisible through glasses transparent lenses


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iisyPYv.png

 

Hi, as you can see the lenses seem to hide certain objects behind them.

 

How do I allow the eyes and other objects like the arms of the glasses to appear visible through these transparent lenses? Do I need to set specific properties under the NIalphaproperty in Nifskope or in Gimp? Does anyone know why some surfaces like terrain, body meshes and hair visible through the lenses?

 

I've been looking through any tutorials I could find or if anyone had the same issue, all I managed was a twitter post where someone mentioned having the same issue although no one seemed to have a solution

 

If anyone has a solution or knows where I can find a tutorial on this. I'd appreciate any help

Edited by MythicIncantations
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I don't know how to fix it, but you're probably on the right track with the alpha idea. As far as I know, the eyeball & teeth meshes have alpha invisibility, but body & terrain meshes don't. A workaround might be to use a partially-transparent texture for the lens, instead of giving the actual mesh transparency. You'd end up with a slight frosty or dark look to the lens, depending on whether you go with black or white transparency on the texture.

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I think I've narrowed it down to an issue with textures in Gimp, but I don't know how to make them then.

 

Edit: I was definitely wrong. Seems there are some parts of the mesh (the arms) that when transparent don't hide objects while other parts do (Lenses, front faces)

 

Maybe it's something in blender, maybe it's an issue with the UVs. I'm still looking and would still appreciate help.

Edited by MythicIncantations
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Issues like this are usually fixable with some tweaks in nifskope. Environment Light Fade is one culprit, possibly Soft Lighting, etc, but going off memory here. Also Alpha flags and other misc settings can effect this too. Basically I suggest popping both shapes into a nif and play around with settings in Skope until you see both in game

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Issues like this are usually fixable with some tweaks in nifskope. Environment Light Fade is one culprit, possibly Soft Lighting, etc, but going off memory here. Also Alpha flags and other misc settings can effect this too. Basically I suggest popping both shapes into a nif and play around with settings in Skope until you see both in game

Thank you for the reply, I already was trying that though It would be useful if you could elaborate where and how to affect those settings you were talking about. What the settings do.

 

But something I discovered is that my texture does provide successful transparency on another nif (which might make it seem like nifskope is the culprit)...but, then I adjusted the texture to apply transparency to more of my glasses. And frustratingly, the transparency works as intended through parts of the ARMS of the glasses (as in I can see the other arm, the lenses and front faces through the arm of the glasses when there's transparency). There's something wrong with the front face/lenses of the glasses that doesn't work properly when I apply transparency to it.

 

Something I plan to do later is to just outright make separate objects in blender for the lenses and see if that fixes the issue. Something's clearly wrong with the mesh, I just have no idea what it is.

Edited by MythicIncantations
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A workaround might be to use a partially-transparent texture for the lens, instead of giving the actual mesh transparency. You'd end up with a slight frosty or dark look to the lens, depending on whether you go with black or white transparency on the texture.

 

How do I do that specifically?

 

 

I usually do it by creating an alpha transparency on the texture layer in Photoshop, then when save/export the texture, you have to pick the DDS format that supports alpha transparency. If you're using a program other than Photoshop, it may work differently - PS specifically has a DDS plugin that controls the advanced settings of the DDS file being saved.

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A workaround might be to use a partially-transparent texture for the lens, instead of giving the actual mesh transparency. You'd end up with a slight frosty or dark look to the lens, depending on whether you go with black or white transparency on the texture.

 

How do I do that specifically?

 

 

I usually do it by creating an alpha transparency on the texture layer in Photoshop, then when save/export the texture, you have to pick the DDS format that supports alpha transparency. If you're using a program other than Photoshop, it may work differently - PS specifically has a DDS plugin that controls the advanced settings of the DDS file being saved.

 

 

Oh I already did that. I thought you meant there was a way to apply transparency without having to add any sort of alpha properties to the nif to allow transparency.

 

I have new issues now. Seems likely that the original problem was the mesh in blender. I replaced the lenses with separate objects. My new issue is that when the glasses are worn by an actor, the lenses go missing somewhere. Some sort of skinning issue likely but I have no idea why it's happening. So I can't even test if eyes are visible through the lenses because I can't see them when a character wears them.

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