Hi everyone!
There's an issue I get everytime I add an Alpha Map to my textures. Look at this image...
This is a simple lowpoly model, I just began to texture it. The yellow thing is a jet engine, and the black ones are some metal bars that cover the big air intake. Between the bars, the texture is transparent and makes part of the inner geometry visible.
But, when I add the Opacity Map and activate it to be visible in the viewport, some other parts get transparent, as you can see... That parts are the top row and the right border of pixels on the texture map. I just don't figure why... Is there some way to fix it?
PS: Hope I explained it well...
Replies
How did you set up the material what does the unwrap look like, and what does your opacity look like?
The wireframe should help. It's like there is a 1 pixel thick transparent border on my texture... On every side! Anyway, the render is just fine, so I suppose there's nothing really wrong. Sincerely, the entire thing is not a problem, but just a matter of seeing everything well in the viewport!
The material is simply a Standard Map with Self-Illumination set up to 100, a Diffuse Map and an Alpha Map. The Alpha Map settings are:
-Filtering: None
-Mono Channel Output: Alpha
-RGB Channel Output: RGB
-Alpha Source: Image Alpha
-Premultiplied Alpha not selected
As long as it renders ok, transparencies in the viewport have always been a bit dodgy. Transparencies are always a bit tricky even in various engines.
I remember we talked about transparency overlap in another topic I started... Anyway this one is an Alpha-Test case, and not Alpha-Sort, so it will be just fine.
Man, I think I will be famous here as the man who had problems seeing through poligons. :P
It's not a sort issue, it has to do with certain file types being read incorrectly by Max, which gives you a nice 1px alpha border around your texture, which means things that bump up against the edge of your UVs get that wonderful alpha edge.
Your fix is good for alpha sorting issues, but look at the bottom of his hovercraft in his wireframe shot.
Like I said, try different file formats (I believe it reads .tga correctly), or you can also break your alpha out as a separate black and white alpha map for the purposes of viewport display.
Max is just retarded at reading alpha channels in certain file formats.