I'm generating sprites for a Facebook Game.
Using 3ds max 2011 and rendering with mental ray.
Did a search on the subject and it seems I need to turn off "pre-multiply"..... where is that or what is the equivalent in 3ds max 2011?
I turned on don't antialias against background which seemed to produce no results. I am rendering on a black background.
There was talk about a 1-bit alpha to mask out the background... is there an option for that, where is it?
In desperation I tried to do this manually in PS through contracting the selection by 1 pixel and deleting... no luck and adds another step to the process.
Below is the problem:
Selection contract and delete.
![OYVT0.jpg](http://i.imgur.com/OYVT0.jpg)
Notice the black border!!!
http://i.imgur.com/OYVT0.jpg
Replies
For quick fixes have a look at the Layer -> Matting -> Defringe/Remove White Matte/Remove Black Matte in Photoshop.
Ha, Ive already created a droplet to delete the tga's BG using the alpha channel and save as a png to a folder. This seems to be having good results. I'll compare the two and see which is better.
I'll post results for anybody else that has a question about this.