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author | Henrik Aarnio <noreply@blender.org> | 2016-12-16 21:37:20 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2016-12-16 21:37:20 +0300 |
commit | e7c7ef6be466111196c283f48b51c372e4167a88 (patch) | |
tree | f76a0fc3907c52173684c115ffb2f377b474e206 /io_mesh_uv_layout/export_uv_png.py | |
parent | 3f65672dc348657d93c3a7b965881ebb22fcf5bf (diff) |
Fix T50235, wireframe transparency in UV layout export
Wireframes rendered over the solid mesh object in UV layout export would still have some transparency,
probably due to transparency sampling errors when solid object with transparency
would be rendered behind a wire object without transparency enabled.
Enabling transparency on the wire object but leaving it at the default alpha of 1 fixes this,
forcing better transparency sampling. Simple issue of changing render settings,
as UV layouts are actually rendered with Blender Internal.
Differential Revision: https://developer.blender.org/D2414
Diffstat (limited to 'io_mesh_uv_layout/export_uv_png.py')
-rw-r--r-- | io_mesh_uv_layout/export_uv_png.py | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/io_mesh_uv_layout/export_uv_png.py b/io_mesh_uv_layout/export_uv_png.py index 51daeb79..b556c982 100644 --- a/io_mesh_uv_layout/export_uv_png.py +++ b/io_mesh_uv_layout/export_uv_png.py @@ -110,6 +110,7 @@ def write(fw, mesh_source, image_width, image_height, opacity, face_iter_func): material_wire.type = 'WIRE' material_wire.use_shadeless = True material_wire.diffuse_color = 0, 0, 0 + material_wire.use_transparency = True # scene render settings scene.render.use_raytrace = False |