kevin miller Posted April 4, 2010 Share Posted April 4, 2010 Going nuts with this and searched the forum or web. Either I am not typing in the right search string or something else. How do you use a tree texture image that has a premultiplied alpha map integral to the texture image? ImageCels all do this using a pre-multiplied tif file. They do not supply a separate opacity mask. I have tried several things and nothing is working. I sure hope I do not need to create a opacity image for each of these objects. Thanks!! Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted April 4, 2010 Share Posted April 4, 2010 Is it pre/post multiply edge fringing you are having an issue with? Or just getting the alpha to work at all? In a hurry so you'll have to do some leg work yourself... material editor, bitmap. There are controls for "alpha as luminance" "mono output alpha" stuff like that. Set it so that if the bitmap is asked "hey, what color are you" it spits out color info and for "what is your alpha" it spits out alpha. Sometimes I screw it up and can't make it go and have to make a separate copy of the bitmap and set its RGB output to Alpha as gray. Or whatever. Don't forget to put the map in diffuse color and alpha/cutout. It won't just work by magic if you put it in diffuse. Link to comment Share on other sites More sharing options...
BrianKitts Posted April 4, 2010 Share Posted April 4, 2010 Peter's correct this isn't about being premultiplied which is why your searches didn't turn up an answer. It's an embedded channel in the tif, so just copy the file into the opacity slot and switch the mono channel output to alpha for the map in the opacity slot (diffuse slot stays with default settings). Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted April 5, 2010 Share Posted April 5, 2010 Brian, thank you for tidying up! Link to comment Share on other sites More sharing options...
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