llSetAlpha(float alpha, integer face)
Sets the alpha
("opacity" or "transparency") value
. If face
, sets the alpha on all sides
of the prim
(not the object; see llSetLinkAlpha
). The alpha
value is interpreted as an opacity percentage: 1.0
is fully opaque, and 0.0
is completely transparent ("invisible").
no longer clamps values smaller than 0.1
faces can be fully transparent (0.0
) using LSL
, but the built-in object editor
still restricts the lower limit to 0.1
. It's been theorized that this is either because the Lindens just forgot to change the other, or (more likely) that they want to discourage people who don't know what they're doing from rezzing invisible objects everywhere. Knowing what a script is (or better still, how to make it yourself) is a reasonable prerequisite to having fully invisible prims--not that that stops griefers, but it can be thought of as a way to prevent newbies from making too many mistakes.
When setting alpha to 0.0
(or just 0
), be aware that the camera
will not be focusable on the fully transparent object because of changes made to the camera behavior a while back, allowing users
to zoom through a masked
(partly as a way to avoid a form of griefing
store owners). To zoom in on a completely transparent object, (or to just edit the object, edit a visible object, then click on the invisible one--or hold alt to highlight transparent objects) a workaround to this is to set the alpha to .002
(or whatever, but that seems to be the lowest SL allows while still allowing zooming in on the object
Invisible objects created using llSetAlpha
can still be selected with the right mouse button, while an object with a 100% alpha texture
can not be unless the user has transparent objects highlighted. Each method has its own advantages.
: get object's alpha settings
: set linked
Q & A
Q: How do I determine which side of an object this applies to?
A: See side.
Q: If I use this on an attachment, will it make my avatar invisible?
A: No. You can't make your avatar invisible with this method but there is a specific texture that can at a specific UV offset.
This article wasn't helpful for you? Maybe the related article at the LSL Portal
is able to bring enlightenment.
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