Showing posts with label alpha channel. Show all posts
Showing posts with label alpha channel. Show all posts

Monday, November 14, 2011

Working with Templates

The graphic Program you use to work with templates will have to offer a working environment with layers. In some programs, these 'layers' are called differently. But they all have the same function: To let you work on each layer separately, so that at the end, you can convert all your work in just one layer.

It's also necessary for you to be familiar about file types. Not only the proprietary file type which is the output of your program, but those file types that you can upload into SL and their features. For example, if you work with Photoshop, your output file will be a *.psd file, or a file with a *.psd extension format.
Therefore, you will have to convert your output files. This is what you usually do when you “Save As” [another file type]

You can upload these types of images into SL



As you see, only two of these types store alpha channels, *.tga and *.png. So those are the final images you need to upload into SL.




All Text and Images Copyright 2011,Eme10 All Rights Reserved

Monday, October 31, 2011

What an alpha channel is


A Digital image is first and foremost a file, ready to be viewed in your computer or multimedia device. There are a lot of different types of digital images, but all of them have been designed to store data.

Digital images store values for what we call colors in a RGB format (Red, Green and Blue). RGB are the primary light colors allocated in channels. Certain types of images can allocate yet another channel called alpha channel. This alpha channel stores the values you decide to be transparent in the image.

In SL environment you can only upload *tga and *png images for a transparency effect or transparent area. This type of image stores colors in three channels, and also can store the transparency in the alpha channel.
Not too long ago, *tga was the only type with alpha enabled for SL. However, Portable Network Graphics format, or *png, works as well as *tga and it's easier to handle.

SL is flooded with transparency areas. Transparencies have a little drawback though: They collide. Not only in_world, but at any virtual environment. It's something the processor has to decide which goes first. That's why sometimes, your hair will be eaten up by a glass, or floor, or even a wall, given the fact that they have been textured with any image with transparency effect. Ctrl+T will give you an idea about this usage, turning into Red all transparencies.




All Text and Images Copyright 2011,Eme10 All Rights Reserved