Hey,
so basically I've got the following problem in 3dsmax as well as the UDK.
While creating hairplanes in 3dsmax and loading in an opacity map, the entire mesh turned translucent, and I was able to see the underlying geometry, although its associated texture was entirely white.
The bitmap was plugged directly into the opacity slot, without any gamma corrections added.
The mesh consists of only singlesided planes.
Here's an image to help you understand the problem:
I kind of feel lost, as in my understanding a value of 255 / 255 /255 in an opacity map should represent full visibility.
Appreciating any help.
Replies
use a shader that alpha tests . i think xoliuil does it
Kinda sucks on the 3dsmax part, but I guess as long as there's a fix for it in UDK it doesn't really matter that much.
Create a blinn and set it to self illumination 100 and apply that - perfect sorting every time in max, even works with 8 bit soft alpha.
Here:
Forgot to write on step 4 *click show in viewport*
Note that this doesnt work when you start applying normal maps etc.
Also note that my TGA for the hair RGB channels are all black save the alpha channel which is where my opacity map is ( which is why I had to do step 3 )
Hope that helps