so, is there a way to have a correct display of alpha mapped (masked) geometry in a maya viewport? for me, regardless of what i try (high quality rendering, playing around with hardware texture settings, different file formats, saving the alpha separately and whatnot), as soon as i connect the alpha map to the shader's transparency, the whole geo is displayed semi transparent with ugly artifacts.
there are lots of complaints in various forums and yet i found not a single working solution. does alias really have the balls to advertise their software as a games content creation tool when said package is unable to preview one of the most common effects in real-time?
i tried on different systems, btw - nvidia based gamer cards showed this behaviour, certified ati and sgi open gl boards made no difference. the technical maya staff at the company i work with cannot give solutions, too...
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Basically if your model is a head with hair, detach the hair polys to be a separate object while you're working on the alpha map. You might have to duplicate your shader and only apply the transparency to the detached polys.
Not ideal but it might help. It's a really sucky problem though, and it's been a "known bug" for many years, yet they haven't fixed it.