Splatter brush alpha error with GLB
I grouped the splatter brush by color and exported as a GLB. When I apply a different color with a material it changes the alphas to solid in unity
13 Replies
Did you change 1, 2 or both?
yes but if you want to add a material/texture to change the look it sill not apply to the normals.
Did you change 1, 2 or both?It was a multiple choice question. 😉 @Zandy ?
neither just drag and dropped onto mesh
dragged and dropped what?
a texture?
a new material?
a material onto the mesh.
what material were you dragging? Was it based on the original material for splatter strokes?
Sorry for the delay in the headset. just a color material or texture same thing happens. I know you can change the color on the panel itself but I typically drag drop materials or textures directly on the mesh with OB models and they will apply to the normals only
it will conform to the shape of the brush stroke and alphas are usually not affected
You can't use any material and expect it to work. It has to use the same shader as the correct material for that brush type. Other factors might also apply. The only way to be sure is to make a copy of the correct material for that brush type and change a setting. (not all setting changes will work but try different ones to see)
Just put this here because it worked before and wasnt sure why it wasnt working now.
Even if I create a material with a color....
Without knowing exactly what you did before, it's hard for me to comment either way. Some brush types might be fine with other shaders. Some won't. Try it and see. We haven't changed any of the code related to this in a long time.
ok thanks
Not sure about unity. In AR, I've noticed that there's blending mode issues with some of the brushes which have transparent issues. For some reason png files with white backgrounds on the "clear layer" keep transparency and black ones don't, even though both are supposed to be hidden according to my corel painter. Might be a filter that discards based on a threshold. Also some brushes will multiply the color from the wheel. If you had it tinted and didn't have the color wheel to white, it might push it towards black. Haven't worked with unity exports too much, so might be unrelated trivia