Hi Sylvain,
Negative color values are not valid, I'm not sure what it will do... For fusions the "neutral" color is normally white (100, 100, 100).
To have transparency, you can specify RGBA colors, with 4 values, the 4th being opacity, and use the option color_mode='RGBA' in setColors:
riviere wrote:Hi Sylvain,
Negative color values are not valid, I'm not sure what it will do... For fusions the "neutral" color is normally white (100, 100, 100).
To have transparency, you can specify RGBA colors, with 4 values, the 4th being opacity, and use the option color_mode='RGBA' in setColors:
But that does not seem to do what I'm looking for... I think it's because I'm working with a fusion object (a textured mesh)... What I'd like to have is this:
- for some value of the texture, the mesh is visible (and let's say, it's all red)
- for some other value of the texture, the mesh is invisible (transparant)
I've just played with the opacity of the mesh and the color palette of the texture (as you described), but I cannot find a combination that does what I want properly... Any idea?
Hi,
It's because the default texture mapping mode is modulating the mesh color with the texture color, not replacing it.
Try setting the fusion texturing mode to replace mode: