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Does Q2RTX have "masked" material type ? #127
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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. |
Great! Could you please add support for such materials ? |
Implemented in f0be30b |
Awesome! Thanks a bunch ! |
With masked materials being two-sided currently, I think this issue can be closed. @motorsep |
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
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