For one of our 3D artists I've ported and extended a shader from Unity3D to Maya. The shader in Unity3D uses PSD files as input for textures and makes use of the alpha channel of one of the textures as a heightmap. In Maya it seems as if the alpha channel is lost, because it's always 1. We tested this with PSD and PNG…
this is what michael "zacker" schmidt and i found out (which will get you a bit further but not entirely there) 1) Double click the psd file node in the hypershader 2) In the attribute editor below the path to the psd file you will see an option called "alpha to use". 3) Open the dropdown where it says "default" and choose…