Alpha Beam Shadows
In Release 38 we added the Alpha Texturing feature which introduced the ability for beams to pass through surfaces where Alpha Transparency was specified in the image.
As a follow up to this feature, in Release 39, we are taking it one step closer to reality by considering the color and Alpha percentage/value in the image and altering the beam’s color and intensity as it passes through the surface.
To enable Alpha Beam Shadows in your Shaded View, open the Shaded View’s View Options, and in the Simulation tab with Volumetric Beam mode set, select the “Enable” checkbox in the Alpha Beam Shadows section. Set the “Num. Levels” dropdown to the number of levels to be calculated for Alpha Beam shadows. For example, if this dropdown is set to 2, a beam’s color and intensity will be calculated based on passing through 2 surfaces with alpha levels only; any additional surfaces with alpha levels will be ignored as the beam will just pass through them.
Reminder: Alpha Texturing is supported with PNG images containing alpha transparency built into the image. For more information about using Alpha Textures, please see http://forums.cast-soft.com/index.php?threads/using-alpha-in-r38.662/.