I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals?
I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the Alpha in the opacity slot of the material. Only there is a problem with Premultiplied/Not-Premultiplied alphas.
For example I would like to add a worn sticker graphic with multiple colors and an alpha where the sticker is worn. But There will always be multiplication with the background (For example black or white) Can you export a true Non-premultiplied alpha from Photoshop? I tried it with a TGA and PNG with a transparent background in Photoshop but did not get good results.
Replies
http://www.flamingpear.com/goodies.html
Which I guess does the same thing.
As for applying your decals onto an object, if this is just staying in Max I would probably go the route of a blend material, using your decals on a different channel.
Ancient tutorial here:
http://garydave.com/2010/08/adding-decals/
I already apply the alphas using the Vray blend material. The problem lies with the difference between Straight (un-premultiplied) and premultiplied alphas (where the background color is combined with the image. Formats like TGA have the alpha in a separate channel and are therefore naturally pre-multiplied. While a format like PSD or PNG can have straight alphas (save with the checkerboard background). There the alpha is not in a seperate channel.
Btw, as long as everything is on the same layer, you can set the padding to the maximum, there won't be overlapping between shells.
from another thread, way it should be :
If your diffuse is already premultiplied against the background, you'll always have a black/white outline.
So i'm sorry but http://garydave.com/2010/08/adding-decals/ is a terrible example
Post pics of your stuff anyway, it's a bit hard to be more specific.
Using a blend material to apply decals is a terrible example?
Edit
That was in reference to simply applying the decals, I already addressed the edge dilation.