M5d Posted August 15, 2008 Share Posted August 15, 2008 Has anyone experienced a problem that occurs where increasing the ambient light in a viewport causes solid filled white surfaces or the white components of textured surfaces to become transparent? I often want to lighten a render but come across this threshold which lets object sent behind the render bleed through. It's not a big problem, masking, clipping or reducing the light setting all get around the issue but I wonder if this is a bug or if there is a valid reason for the behavior. Quote Link to comment
Benson Shaw Posted August 18, 2008 Share Posted August 18, 2008 Tried it with RW glass texture set to white color and no transparency. At 35% ambient light, the glass is not transparent. No transparency at 100% ambient. Can you post a file with a few objects which illustrate the problem? -B Quote Link to comment
Vectorworks, Inc Employee Dave Donley Posted August 19, 2008 Vectorworks, Inc Employee Share Posted August 19, 2008 Hello M5d: It is a feature of VW that bitmap objects with None fill draw transparent where the pixels are white. Set the viewport's fill to solid to disable this behavior. Quote Link to comment
M5d Posted August 21, 2008 Author Share Posted August 21, 2008 Thanks Dave, that fixed the problem. Thanks also Benson, I had just set up a drawing to illustrate what happens when I came back to find the answer. Quote Link to comment
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