it looks like your using the same texture for both the diffuse and opacity, ie the opacity is in the alpha of the diffuse texture? If thats the case try and save the alpha and the diffuse as two seperate textures. So you have a diffuse with no alpha, and the opacity map as a texture in its own right and load that into the…
You mentioned rendering... are you seeing this problem when you press the Render "teapot" icon, or do you only see it in the viewport? If you're rendering, it could be that the Diffuse bitmap has its Alpha Source set to Image Alpha, so it's pulling in some of the plain diffuse color from the material... setting it to None…
I think the problem was that you had your diffuse slot's Bitmap settings set to include the Alpha channel (Alpha Source should be set to "None" in the Diffuse slot's Bitmap). You only showed your settings for the Opacity Bitmap, which I think won't actually fix the problem you were seeing. Of course splitting them into two…
Try changing the Alpha Source for the Map in the Diffuse Channel to 'None (Opaque)'. Or even better...don't use a Map with an Alpha Channel there :poly121:. The halo you're seeng is the Default Grey of the Material (if you change it to green it might be less noticable, nut it's still there) and Max behaved like that for…
frubes you are my hero! I separated the diffuse and opacity channels to two jpeg files respectively and this fixed the problem! Wonder what happened to the tga support in Max 2010? Thanks to everyone for your help! (I'm changing the name of the post title so anyone else who has this issue can find it better in search…
You're absolutely right MoP, I DID misread Eric's post and changing the diffuse alpha to "none" did fix the problem. Its weird cause I've been using this method in max for years and its never been an issue until 2010. I guess its probably due to an improvement in the renderer because technically I should have run into this…
(This problem was solved by Eric Chadwick and frubes in two different ways so I renamed the posting title so other people who run into this issue can find the solution. Basically you need to make sure the DIFFUSE map's "alpha source" is set to "none" or separate the opacity and diffisue maps into two different textures)…