I there a way to get full transparency for hair in the viewport in 3DSMAX? I only get Alpha clipped images when I try for example to create hair. I can't really see what end result I get when placing hair. So I have to Export many times to marmoset to see the end result. Is there no real Alpha support in the 3dsmax viewport?
Replies
Which Max version ? Or more concrete which viewport driver - Nitrous ?
What does you material and map settings look like ? Is your material set to realistic mode ?
Whats the source of the hair textures: a png with transparency, alpha channel in a tif, tga etc.. two seperated maps ?
Depth sorting can only be fixed using the stochastic transparency mode, which introduces the grainy transparency until it's refined ( via progressive refinement setting ), but perfect transparency sorting is not the thing you are after as i understand you.
- Viewport driver: Nitrous (Realistic) Transparency on.
- Hair textures alpha is a separate tga.
- Standard Material with Bitmap in Opacity slot.
- Show shaded material in viewport is on (now).
I still have the same result.
Where can I find the stochastic transparency mode?
But the Max 2016 issue can easily be reproduced with a BW checker map in the opacity slot:
A checker field Is either completely transparent or fully opaque, even when the checker is at a grey level
@Stochastic transparency mode:
This is the one mode which produces the grainy progressive refining, transparency in Nitrous. In Max 2012 - 2016 this is enforced when using realistic viewport mode. In Max 2017 i think one can selectively set the viewport to either use transparency sorting or stochastic in the viewport menu ( not exactly 100% sure though )
You have to dial down the transparency spinner in the material from 100 to 99 to make the alpha blending kick in . Pretty obscure but works and i'm relieved ;-)