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Texture rendering problem

Dismembered
polycounter lvl 9
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Dismembered polycounter lvl 9
So as the title indicates I am having a texture rendering problem. I am working on a scene and I wanted to use a default material, so I applied all the textures I had created to a default material and then applied them to my models.

When I did so they appeared extremely white washed and thought that was strange because they appeared fine in other materials, such as the arch and design material. I thought maybe the lighting had something to do with it.

Well to do my test I opened a fresh max, no lighting and nothing else in the scene. The only thing in the scene is a flat plan with one of the textures I am using with a standard material. And when I render, same thing.

-Max 2011
-No lights in the scene pictured (does the same thing with lights)
-Default Scanline (does the same thing in MR)
-The texture file is a .tga (I have used them before without issues, and use them for their compatibility with the UDK)

The viewport grab is how it is supposed to look, minus the blurriness of course :)

Any help would be great!
Um.jpg

Replies

  • Eric Chadwick
    This is likely because the texture has an alpha channel, and Max by default will enable the alpha, which causes a diffuse bitmap to show the flat diffuse color behind it where ever the alpha is dark. Disable the alpha in that bitmap's parameters, and this should go away.

    Here... where it says Alpha Source, set it to "None Opaque"
    rol_bitmap_alpha_grey.png
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