hi.
how does one set up a Bake (Render to Texture) that will render out alpha maps correctly?
clarification:
i'm using a projection cage and an opacity map on the "source mesh". for the results of a color/diffuse map bake, the alphas render black rather than transparent . the opacity maps do affect the alpha, but do not seem to be sorting correctly, as they block, cull or burn through.
in a normal render, the opacity maps work correctly. it only behaves this way in an attempt bake.
Replies
Make sure that the diffuse is not looking at any alpha channel, and that the opacity map is.
Then in the RTT dialogue, make sure to specify that you want to save the diffuse map out as a 32bit tga.
Like thus:
And, turn padding to 0. Max treats transparent texture areas like seam edges, and pads them into ugliness.
Last time I had a layered set of source objects with alpha I ended up rendering them from the top viewport with a normalmap lighting setup.