Perraine Posted December 26, 2016 Share Posted December 26, 2016 I recently stumbled upon this problem whilst making some outfits, and I wasn't sure if anyone had been successful (or partially successful) at resolving the dilemma. The problem seemed to be that when Bugthesda changed to using Material files, they also changed the way meshes and textures display. There is a technical reason for this apparently, that I only partially understand ( see threads on ... erm the site that "Shall not be named"!!! - rhymes with Rubbers Fab) , but it seemed like using the "Alpha" method, which was so successful for Skyrim, no longer worked, Alpha was either on or of. Well ... I "think" I've figured out a way to have varying translucency on a mesh without resorting to multiple meshes, which some have suggested (i.e break your mesh apart so that you have multiple Material Files used at the same time on the one outfit. First, I Block -> Removed Branch the BSLightingShaderProperty, and then replaced it with a BSEffectShaderProperty (Block -> Insert -> Bethesda) then made sure to associate the new property to the BSSubIndexTriShape. I then created a new .bgem file (note the different extension! ) and filled in the textures in the "Effects" tab of Material Editor. I still had the issue of all of the entire mesh outfit being semi translucent ... Until I set the "Alpha" under the 'General' tab to 1.5 and set the "Alpha Blend Mode to "Standard" = Bingo! I can now adjust the level of translucency on different parts of the outfit, by adjusting the level of transparency on different parts of the texture file. Hope this is info useful to someone. Somewhat naughty examples attached :smile: Link to comment Share on other sites More sharing options...
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