fish
12-11-2007, 07:40 AM
Well this question goes somewhere between textures and rendering:
I have a tree with opacity maps on the leaves (which are simple quads). Standard material, default scanline (i'm only outputing the alpha channel now for comp)
How do i get the b/w bitmap on the opacity channel to affect the alpha output? Cause i can't comp the rendering right if the leaves come out as rectangles in the alpha render.
Please help
I have a tree with opacity maps on the leaves (which are simple quads). Standard material, default scanline (i'm only outputing the alpha channel now for comp)
How do i get the b/w bitmap on the opacity channel to affect the alpha output? Cause i can't comp the rendering right if the leaves come out as rectangles in the alpha render.
Please help