Closed elvisish closed 1 year ago
I'm not sure why that's happening. I'm not getting it on my end. The material used is translucent, so maybe you've configured Godot so translucency doesn't work? Is this happening on all blocks? Is there something unusual about the material on that block?
Sometimes restarting Godot will help. The editor seems to be caching info, and sometimes a clean start can fix problems.
If you're still having problems, please send in a small example that demonstrates the problem and I can have a look at it.
I'm not sure why that's happening. I'm not getting it on my end. The material used is translucent, so maybe you've configured Godot so translucency doesn't work? Is this happening on all blocks? Is there something unusual about the material on that block?
It's never happened before, and I'm not sure what editor setting might cause that (I haven't changed anything that I can recall).
Sometimes restarting Godot will help. The editor seems to be caching info, and sometimes a clean start can fix problems.
If you're still having problems, please send in a small example that demonstrates the problem and I can have a look at it.
I just restarted and updated to latest RC and it's still weird:
Here's a test project: CyclopsTransparencyBug.zip
I think there's just something weird about the lighting in your scene. I deleted the world environment and pointed the directional light at the door and now it looks like this:
Maybe I should adjust the opacity so it isn't so strong.
I think there's just something weird about the lighting in your scene. I deleted the world environment and pointed the directional light at the door and now it looks like this:
Maybe I should adjust the opacity so it isn't so strong.
Which material/script is it? I could change it now to see if it helps.
The WorldEnvironment node. I don't think you've set it up correctly. I'd delete it and start over.
No, which opacity setting for the face material?
The material was fine. It was the WorldEnvironment that was making the tool render incorrectly.
The material was fine. It was the WorldEnvironment that was making the tool render incorrectly.
Well, the WorldEnvironment seems okay for my purposes, it's Cyclops that doesn't seem to be showing this one material correctly. Which material or where in the code is it setting this? If I can adjust the amount of the material it adds, I can adjust it to suit my WorldEnvironment.
I took out both WorldEnvironment and DirectionalLight and it's still impossible to see:
The default opacity does indeed seem to be very strong, i can barely see what i'm doing.
I tried changing the albedo alpha color to 15 on:
And it's now much easier to work with. Before and after:
The default opacity does indeed seem to be very strong, i can barely see what i'm doing.
I tried changing the albedo alpha color to 15 on:
- materials/tool_edit_selected_fill_material
- materials/tool_edit_active_fill_material
And it's now much easier to work with. Before and after:
Thanks, that's way better, I can actually seen what I'm doing now.
I'd already changed the opacity to 96 in the HEAD. 15 is much to translucent to be the general setting in my opinion, but you can adjust it to whatever value you find useful. The materials @Luffaren10 mentioned are the correct ones.
It's unfortunately impossible to use the UV Transform as the actual face is completely whitened out when using face to select: