I'm making some alphatest hair at the moment, which will be rendered as fullbright in the game engine to stop any alpha sorting issues. The trouble is trying to replicate this in Maya, due to the way incandescense works in high quality rendering. For starters, you have to use an RGB map rather than just an alpha channel as a mask, and the colours of the map seem to be additive. Anyone know a simple way to do fullbright textures in Maya without relying on an ambient light to do it?
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