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Old 12-11-2007, 07:40 AM   #1
fish
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opacity map alpha channel

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
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Old 12-11-2007, 08:35 AM   #2
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In opacity map go to bitmap parameters, find "Mono Channel Output" and set it to alpha.
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Old 12-11-2007, 09:05 AM   #3
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i can't, its disabled.
The jpg i'm using for the opacity is a 24 bit bitmap

Should i be using a png or tga with an alpha channel or shoud i be using a grayscale bitmap on the opacity channel?
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Old 12-11-2007, 09:22 AM   #4
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Yeah You need to use a format that supports alpha channel, png or tga or anything else with alpha channel.
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Old 12-11-2007, 03:31 PM   #5
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you can use a separate greyscale bitmap in the opacity map - in Max at least.

Last edited by poopipe; 12-11-2007 at 03:34 PM..
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