Trying to set up Alpha blend, getting alpha clip instead

Hi,

I’m trying to set up alpha blend, and instead I have my alpha clipped at a threshold value. I need an alpha blend for my artwork to look correct, and it’s a very common requirement. I have a 2D cut out character and the eye lashes and the overlaying highlights look plain wrong because the alpha is clipped, and the effect is harsh.

I found out to use alpha test as one of the Armory prop settings. So I at least got the cut out peices to stack correctly.

My story is that I want to share a portfolio character I made with people so they can open it in their browser in a nice lightweight way that let’s them see what my real-time characters look like when played on their device.

I’m testing this in the browser with HTML5.

Am I missing some settings?

I’m on Nobora Linux 42, with a laptop 4090 rtx.

-S

Fixed.

First: I made the mistake of thinking I needed Alpha test in order to sort the alpha. Turning that off is one step to get the right result here.

Second, You need to:
-read and write the depth, and
-adjust the blending.

For regular alpha over blend you set it up like:

Source Destination Color
Source Source Alpha
Destination Inverse Source Alpha
Operation Add
Source (Alpha) One
Destination (Alpha) Inverse Source Alpha
Operation (Alpha) Add

That “Blending” section in Armory Props corresponds directly to the OpenGL / Kha render-target blending equation.
It turns out, you can use it to manually reproduce Alpha Blend, Additive, or Premultiplied transparency behavior.

Add is pretty straight forward but I found multiply a bit harder to figure out:

Source Destination Color
Destination Inverse Source Alpha
Operation Add
Source (Alpha) Destination Alpha
Destination (Alpha) Inverse Source Alpha
Operation (Alpha) Add

I may be wrong too but I believe Particle Fade is necessary for animating alpha?