

As the image on the right shows, there are certain degrees of transparency which do not have a visible grid pattern around 0%, 25%, 50%, 75% and 100% transparency, but any transparency level in between show some pixel artifacts. While it is possible to see materials behind it shining through, the pixelized grid effect is a disadvantage of this technique. When cutout is set to true, the transparent materials do not cover the entire surface with an alpha gradient, but have small transparent holes inside of them to emulate the transparency. The space between metal bars is then cut out. This would for example be used for finegrained railings or vegetation leaves that are realised by a flat face and texture. The original purpose of cutout mode is to actually pretend that fully transparent areas are like air and do not show any pyhsical effects like reflection. because the conflicting materials are of a different type and the default rendering order is inverse to the need, the issue might be solved by using some other techniques. If it is not possible to solve an issue by using order, e.g. This covers glass elements in assets, vehicle windows and assets like fences with ornaments. Usually the pysical materials with transparency are used everywhere, where transparency is needed. It is possible to overlay another color map with the types supporting operations. Depending on the exact material type, they support normalmaps, color blending, dirt and rust. These materials are almost the same as the non transparent physical materials, but they do have transparency. PHYS_TRANSPARENT_NRML_MAP_UV1_OP_SMOOTH_LOD See there for details on compression requirements. The accepted file formats are TGA and preferably DDS. There are three types: two dimensional ( TWOD), cube map ( CUBE_MAP) and an array of two dimensional textures ( TWOD_ARRAY). Maps are used to describe the textures used by a material.
