Maya's realtime display of textures with transparency seems to be broken (or the way I'm doing it is wrong). Below is an example. If I map a 32bit tga onto a box and sphere in max, and set transparency to the alpha chanel I get nice transparent objects, with the texture on the outside, as I would expect. In maya, if I apply the same texture, and put the texture's alpha channel into the transparency I get a black/flickery mess. The sorting on the polygons gets messed up, the texture is drawn on the backfaces and the texture flickers when I rotate the view. In max this works fine with direct 3D or openGL - surely this can't be a bug in maya can it? Any maya users out there care to enlighten me?
Replies
Make sure that If your alpha isnt showing up, under the hardware texturing tab in the shader properties, that texture channel is set to 'combined textures'.
The bad news is that If you are displaying multiple alphas overlapping each other in the viewport, it wont sort them properly no. Its a weakness that you learn to work around Im afraid.
Transparency sorting has improved a bit in the later version... but you have to be careful how you set it up. You'll get the best results if you seperate each group of polies into their own PolySurface node.
So let's say you have 3 plane strips for hair. Seperate each piece into their own nodes and they should render much better. For some reason the transparency crashes on itself if everything is one piece.
If you want to select each piece quickly... simply group them.
Also... if they're showing inside out, simply flip the face normals. This sometimes happens on instanced/duplicated geo that have a -1 scale value for X.
I can't think of an easy way to divide up a sphere into seperate parts so that it will sort correctly from all angles. Realistically, I shouldn't have to - a tool for creating game art content should show your art in the viewport correctly without having to 'work around' the quirks in the program. This is very disappointing - even Alias haven't responded with a decent answer to this.
Youre not on an ATI card are you? Can you send me the files or is it work stuff?
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I got the following answer from our dev. But currently there is no clear solution for this.
"Only suggestion for this is to put the transparent part in a separate texture since this is the only part
that seems to require transparency."
Sorry about that.
-Girish
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How can anyone seriously use Maya as a game development environment when it can't sort transparent polygons?
Scott
The alpha sorting is crappy with many layers. With a scene like this its fine. Mayas roots are in film. Not much cause for the use of tons of alpha there. Maya has alot of catching up to do for functionality geared toward games, its a relatively new thing that its use is so widepread in games. Its a weakness I know.
JB: Stop turning every oppurtunity you find into a software war. The more unconstructive bashing of their chosen tool ( often not chosen by them ) folks see, the less theyre going to be inclined to help out.
I am really trying to like Maya. Theres a lot of it which is pretty nice. Just every time I think I'm enjoying it, something like this pops up.
For prerendered stuff, I use layered psd files and have the bump, spec, diffuse, and whatever else each on their own layer. Then you specify which layer to use from within Maya (or Max).
Scott
Imagine my shock when I got to texturing her hair.... Gaahhhh.... it looked like somebody bashed her skull in and turned her head inside out.