Ambient has an alpha of .5 which tends to indicate that anything not directly lit will never have more than 0.5 alpha… and yet pixels are discarded if they have less than 0.5 alpha.
I don’t think we have any more ideas… it’s something wrong with something that we can’t see.
For example, I presume if you replace your model with a JME Box mesh + Geometry that everything will work. Which would at least narrow it down to something about the model’s setup.
ok i done it, i modified material configuration in blender, but now i have a new problem, i can see a transparent cuad around my model.
here is an screenshot
Well, it looks like the alpha discard threshold is not set… but it is also concerning that it’s blocking your terrain which implies that your terrain is somehow in the same render bucket.
The tree should be in the transparent bucket and your terrain should be in the opaque bucket.
thankyou very much, im like jmonkey engine, and im like this forum and comunity, when I have a problem, always help me, really thanks to @nehon, @pspeed, @normen, @wezrule, @zarch, and all people of ths comunity.
ok sorry, but is not fully solved, when a light shine in front of my model, all is fine. But when a light shine behind my model, the frontal face is iluminated and the face of behind is all dark,
@eypidemik said:
ok sorry, but is not fully solved, when a light shine in front of my model, all is fine. But when a light shine behind my model, the frontal face is illuminated and the face of behind is all dark,
Well, that's because you use a simple quad.
The quad has normals pointing in one direction only. The best thing to do in that case would be to have a mesh made of 2 quads pointing in the opposite direction.