That I know...and I didn't ask...I asked why would you use the Alpha in Max' Bitmap Map Parameters...if you activate it, the map will be transparent, according to the Alpha Channel...so for example, if you use a .png with an Alpha Channel in the Diffuse Slot, you will see the standard Diffuse Color on the transparent…
That's why I advise setting the Diffuse's Alpha Source to None, so you don't get the Diffuse color bleed. For example... http://boards.polycount.net/showthread.php?t=68743 And the Opacity map doesn't strictly need Alpha Source set to Image Alpha, on or off doesn't matter, that's just force of habit. However it does need…
In the Opacity bitmap, set Mono Channel Output = Alpha, and set Alpha Source = Image Alpha. Like this: http://www.torquemod.com/alpha_settings.jpg In the Diffuse bitmap, set Alpha Source = None Does that work better?
The opacity display in Max' Viewports is quite bad by default. Set it to hardware display and it should be much better. (If I understand your problem correctly, that is...) Eric...why would you use Image Alpha as Alpha Source in any Map? I always set it to none, unless I use a Composite Map (or want to see the Diffuse…
Still can't get it to work, I have a feeling I may be setting up the alpha map wrong? I have 1 texture, in the RGB channel is the colored version of the alpha, and in the alpha channel is a black/white version, with black being the parts I wan't hidden. I plug the texture in the diffuse slot. I plug the texture into the…
I see what your saying. I remember the border, haven't used that in a while now. IF I remeber right, because its multiplied, cant you turn your diffuse color to black and it removes that border? I remember fixing that issue... might not have been it though. All in all, the only reason to condense maps is for realtime, and…