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Alpha issues with render to texture

devonmousseau
polycounter lvl 4
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devonmousseau polycounter lvl 4
Hey guys, constructed a branch and to save memory, I have rendered it to texture in max, and then constructed a larger branch from the lowpoly.

Now when I try to render my final UV sheet to a texture, the polygons cover other poly's below it, even though there is an opacity mask on them.

It's strange because it only happens where polys hover over one another.

Here is a picture.

gLlA92U.jpg

If anyone has experience with this any help would be much appreciated!

Replies

  • Obscura
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    Obscura grand marshal polycounter
    Unfortunately the max rtt doesn't work together with alpha . This is a known issue, and you won't be able to solve this inside max. Sorry :(
  • devonmousseau
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    devonmousseau polycounter lvl 4
    Thank you for clearing that up! I'll just have to use the hipoly's. Unless there is a render to texture type tool in maya?
  • Obscura
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    Obscura grand marshal polycounter
    dustinbrown - Yes, you are partly right. But you can't bake properly from a mesh that use alpha. It won't take it into consideration on the overlapping parts of the source mesh. There is an another thread about this, just check it out.

    devonmousseau - you can try a workaround. You can simply render the parts out from an ortho camera. It won't work on complex meshes, but if you can explode somehow, or something like this, you can probably hack it and render what you want. I'm talking about actual rendering, and not the render to texture.
  • devonmousseau
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    devonmousseau polycounter lvl 4
    RTT will output alphas just fine, I do it regularly. You can have it save either as an alpha channel, or as a separate alpha texture file, or both. You probably just don't have it set up properly in your material. I usually save the alpha to the alpha channel of my diffuse, premultiplied off to avoid halo edges, and use that to drive the opacity for my material.

    Maybe I'll give that a try! Thanks.
    Obscura wrote: »
    dustinbrown - Yes, you are partly right. But you can't bake properly from a mesh that use alpha. It won't take it into consideration on the overlapping parts of the source mesh. There is an another thread about this, just check it out.

    devonmousseau - you can try a workaround. You can simply render the parts out from an ortho camera. It won't work on complex meshes, but if you can explode somehow, or something like this, you can probably hack it and render what you want. I'm talking about actual rendering, and not the render to texture.

    Thanks for the quick replies man, appreciate it. I'll have a shot at it
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