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Does Q2RTX have "masked" material type ? #127

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motorsep opened this issue Aug 3, 2021 · 7 comments
Closed

Does Q2RTX have "masked" material type ? #127

motorsep opened this issue Aug 3, 2021 · 7 comments

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@motorsep
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motorsep commented Aug 3, 2021

I have a texture of vines/roots with alpha channel (so in-game a brush would have one side with that texture and the rest of the sides would ne NODRAW, MIST content, so that the vines/root appear opaque while the rest of the space around is see-through).

It seems that Q2RTX can't render such setup, unlike modern Quake 1 engine forks. The face of the brush with roots/vines renders black (where transparency should be) and the sides of the brush with NODRAW also render.

Is it even possible to have such setup in Q2RTX ? If so, how? If not, could you please add support for this (as a special type perhaps) ?

Thanks

@apanteleev
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Currently the renderer does not support masked materials, but it's certainly possible to add them. That would need a few any-hit shaders to evaluate the masks.

@motorsep
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motorsep commented Aug 9, 2021

Currently the renderer does not support masked materials, but it's certainly possible to add them. That would need a few any-hit shaders to evaluate the masks.

Great! Could you please add support for such materials ?

@motorsep
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motorsep commented Aug 9, 2021

Btw, this is what I need masked materials for (vines / roots):

fte-20210809183217-0

@apanteleev
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Implemented in f0be30b

@motorsep
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Awesome! Thanks a bunch !

@motorsep
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Oh, one thing I totally forgot about - can this be a two-sided material? For example, having masked material and lighting behind it:

image

or something like this (railing, metal lattice constructions, etc.):

image

@apanteleev
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With masked materials being two-sided currently, I think this issue can be closed. @motorsep

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