Hello everyone,
In this days I’m trying a bit creating rooms in blender and render them for a game with pre-rendered backgrounds and low-poly objects, and now I’ve some difficults to implement my strategy.
There’s any way with materials to do one of the following stuffs?
1- Create a material for a room mesh, that always show my pre-rendered image at full screen (covering the entire mesh, but not the player, if the player pass behind an obstacle inside the room, the player (or part of it) must be hidden)
2- Create a material for a room mesh, that draws the depth but not the color, in a nutshell… the mesh is invisible, but if player pass behind an obstacle inside the room, the player, or the part of the player hidden by the obstacle must be made transparent.
In both cases the result will be a pre-rendered (fixed camera) background, where the background will cover entirely the room mesh. If it’s possible I will prefer the first case, because in this way in some situations I could blend the mesh and the pre-rendered background, if not possibile even the second way will be ok.
For OGRE I remember that was possibile implements the second way easily defining for a material the flags:
write_color=off
write_depth=on
But here I don’t know how to do it, could you help me please?
Hello Nehon!
First of all thanks, thanks for having described in a such detali the procedure to solve my problem.
Sure I will try to follow it, I think for now is more than enough.