If you want a really good blending, you should generate the dynamic texture as a pre-multiplied alpha texture (by calling textureGround.update(true, true)) and override the OpenGL blending factors (you also need to set materialGround.useAlphaFromDiffuseTexture = true; as you are setting the dynamic texture to the diffuse slot):

Hello guys,


I am trying to add a video texture on a glass surface (like a transparent LED TV).


Imagine that I modelled an object on sketchup and I rendered a video showing this object and now I want to apply this video texture on a glass panel, but I don`t want to see a white or black background from enscape, I want to see just the object itself moving (because it is a video) on the glass surface. is it possible?


Background Texture


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I am also curious about this, is it possible to have a transparent background on a video of a waterfall, water blast, or fire? Would be a really useful tool to give life to an environment. Thanks for the post Dora, sorry I don't have the answer.

As per another thread on the forum, videos in Enscape don't support alpha channels yet. Its a feature I wish they would add asap to better utilize the new video texture feature. No word on whether its coming in a near future update.

I have created some basic labels and documents in Libre Office and found a way to add background textured looks to those documents. This was not a colored background but a gray scale looking textured appearance. However, I wanted to add that look to similar documents and cannot remember how I did that before. Can you help me navigate to where I was able to do this before? Thanks.

Which documents exactly? Writer, Calc, Impress, Draw? Could you upload such a document (after removing everything except the background formatting) to a public file hoster so we could check that document?

A 2D tilemap game image of a steel floor texture for high quality game development, designed for an overhead view. The texture should mimic the look of steel suitable for an immersive game environment. This texture needs to be seamless and tileable, ensuring it can be effectively used as a repeating background in a top-down perspective game.

You don't really draw a background, instead you draw a rectangle (or, even more correctly: two triangles forming a rectangle) and set a texture to that. This isn't different at all from drawing any other object on screen.

My advice is to not have a background image or do anything fancy until you get the hang of it. OpenGL ES 2.0 has kind of a steep learning curve, and tutorials on ES 1.x don't really help with getting 3D to work because they can use helper functions like gluPerspective, which 2.0 just doesn't have. Start with creating a triangle on a background of nothing. Next, make it a square. Then, if you want to go fancy already, add a texture. Play with positions. See what happens when you change the Z value of your vertices. (Hint: Not a lot, if you don't have depth testing enabled. And even then, if you don't have perspective projection, objects won't get smaller the farther they are away, so it will still seem as if nothing happened)

I'm currently trying to configure Vuhdo, and I'm having a bit of trouble changing the texture of the background. I'm in the background bouquet, but I can only change the color, not the texture. Is there any way to change it?

hey i actually wanted to do something similar

and was asking how to do this

but today i tried something and its actually the same as rendering text

so i just copied all my code from text and just replaced the draw font with the textured quad and it worked

with this method you can have it below glulookat()

basically anywhere you want but its best to draw things like this last before you swap which is what i heard

Which settings are needed to get own world textures working. I tried different images and generated patterns like voronoi, checkerboard. Also when simple setting a color it does not work as expected. The only world background that actually work for me is the Sky Texture.

Tomte: Did you figure this out? I have the same problem and have not gotten an HDR texture to work with Armory on the Mac. Display of any HDR has worked before with the .6 Armory that worked with the Feb 20 amalgamated download (blender + Armory). Now (with RC3) it no longer works - did you figure out how a work around?

Start by looking for, and saving, any rough paper and cardboard you come across. The more random the texture, the better. I will often save the backs of legal note pads. Chip board can be another good source. This is the recycled paper used to strengthen envelopes.

I am going to show you how to easily add texture to any background to your images in Photoshop! This a technique that I learned when I first started experimenting in Photoshop, and I have used it since on many images. It's quick, easy, and can give you great results without having to spend time with overcomplicated selections (although you will need to make a quick, rough selection).

Before we start, for this technique to work, you need to have shot your image with a gray background. To keep the image interesting, make the lighting interesting. If you light it so it looks flat, it will more than likely lead to a boring image. Be dramatic. Play with light and shadow.

As you can see, I shot against a gray background. I used one flashgun with a portable softbox, camera right. I feathered it away from the model, more towards the background. This gives us the nice effect of light and shade on the model. It also makes it look like the light could now be coming from a light source on what will be our wall (once the texture is added).

Now we need to load the saved selection from earlier. So, go back to your top bar and click "select." Then, click on "load selection." The load selection box will pop up. Go to the channel box and choose your saved selection from the drop-down menu. We saved it as "Shelly mask." Click "ok." Your saved selection will now appear on top of your texture layer.

As you can see, this does not look very good: the mask looks rough, and the texture and the model do not blend seamlessly. Well, this next step is when the magic happens. Change the blend mode of the background texture from normal to soft light.

Look at that: the texture now blends in with the lighting on the gray background. The masking around the model also looks far better (but may still need a quick cleanup). The soft light blend mode darkens or lightens the colors, depending on the blend color. If the blend color (light source) is lighter than 50% gray, the image is lightened as if it were dodged. If the blend color is darker than 50% gray, the image is darkened as if it were burned. In layman's terms, it blends the light and the darks of the texture image onto the gray background, even blending in with the light on the model layer. You can also use the technique with the overlay blend mode, but the results will be more contrasty. Using this technique also blends the hair of your models, although our mask here was a little rough. Zoom into your subject to make sure the mask is looking good and watch for spots which need a little cleaning up, like the hair at the back of the model's head.

All you need to do is select the brush tool, make sure it is set to white on a very soft setting and a flow of around 15-25%, and slowly brush over the hair. It will paint the texture back in and blend perfectly with the hair.

And that is it: quick and easy textured backgrounds! All the effects you see in the final image, the textures, blood, and writing were all added using the same technique and using the same saved selection and layer mask to mask it off the model.

Once you get the hang of this easy technique, play around with it and see what you can create. It opens up many more possibilities. I also use it in model portfolio shoots if I feel the image background needs a little character added to it.


Above is a selection of other images I have used the same technique on. Using this technique gives you far more options for the final image. You can use pretty much any texture although some work better than others. Stone, concrete, and wood blend well. You can even blend decay textures on top of them to distress the texture you already have.

To be honest, I don't see how this adds something to the photo. It doesn't really change- or maybe it is just me. I also like playing with the backgrounds and I was very much into adding them (btw, there is a good manual on that- -works.net/how-to-add-background-to-photo.php ) but in the long run it is nothing if you shoot anything but fantasy plots.

Depends. In this particular instance I think it adds to the overall motif. Of course background mods range from creative license (like here) to helping to isolate a subject or product, etc. I've sometimes modded backgrounds all day on product location shots where things needed to be removed or added, and as well as when weather suddenly changes from that sunny day that the product needed to be associated with versus the unwanted cloudy skies that showed up. I've done background mods all the way back to the photo-optical days.

This discussion applies to rendering with Cycles.

Model renders fine, with HDR background present, or with HDR replaced with transparent background when transparency is enabled. However, when transparency is enabled, the rendered animation plays (Play/Animation) with a pink background. No textures are used in the model.

"Easier-to-use equipment.

Transitioning to digital tools means that you don't require as much equipment. To assemble a traditional watercolor painting set, you need different brushes, paints, palettes, and the necessary studio space and equipment to get to work. But with a digital tablet, Adobe Fresco, and a digital pen or stylus, you have all the equipment you need. Additionally, the use of different background textures and canvases (like watercolor paper) can be accessed in the app or downloaded as free texture packs to help you create imagery with its own unique character." e24fc04721

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