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authorHenrik Aarnio <noreply@blender.org>2016-12-16 21:37:20 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2016-12-16 21:37:20 +0300
commite7c7ef6be466111196c283f48b51c372e4167a88 (patch)
treef76a0fc3907c52173684c115ffb2f377b474e206 /io_mesh_uv_layout
parent3f65672dc348657d93c3a7b965881ebb22fcf5bf (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')
-rw-r--r--io_mesh_uv_layout/export_uv_png.py1
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