wheatpenny opened this issue on Aug 07, 2006 · 4 posts
wheatpenny posted Mon, 07 August 2006 at 5:40 AM
Every timer I try to load the XFrog Billboard trees (Poser pp2's with alpha maps), they come out invisible.
Mapping the texture and alpha to a plane works fine, tho, but I would rather be able to import them directly using the Poser importer as that would be easier. Is there a solution to the invisibility problem?
Jeff
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markschum posted Tue, 08 August 2006 at 1:47 AM
Do they render ok , anything with a high transparency tends to disappear in the work window until rendered.
You can select a textured wireframe preview mode to make them stand out a bit for positioning
wheatpenny posted Tue, 08 August 2006 at 2:01 AM
No, they render invisible.
Jeff
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hein posted Tue, 08 August 2006 at 3:21 AM
I have the same problem when using one of the prebuild scenes, found it's a matter of size and placement. The prebuild scenes work with very large terrains 36k x 36k , your avg PP2 billboard is simple too small (1k x 1k) ) to be visible, plus it's imported at XYZ position 000 (the boondocks as far as the prebuilds are concerned).
To have a visible and workable billboard, in the Assembly room select the Billoard in the Instances list, go to the Motion Tab , set the X and Y size to 2000 and change the XYZ position to 15000 5000 1750 and take it from there.
I don't have the problem when importing the billboard as a PZ3 (does require some extra work in Poser ofcourse) , when importing as PZ3 Transposer will allow you to set the Poser-Carrara scaling, which works fine at [80].