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:: Visualization - Kitchen 2004 ::

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  • #31
    trixian

    Can you explain how to solve the 'white halo' effect. I always have this problem with opac-mapped textures.

    Thanks
    Well there are several ways to solve this. You's probably be better off removing the respective matte in photoshop's layer menu. There you can remove white or black mattes, or you can use the defringe option, but that tends to be a bit rough on finer smoothed edges.
    Different image formats show more or less of these issues when loaded into max's mat-editor. Personally i have started using png from photoshop as it only relies on transparancy information in the layer, and seems to be less prone to these kind of problems.( Don't ask me why photoshop differentiates between layer transparancy and alpha channels )
    Other programs have better controlls for these things, i.e Combustion. In Combustion you can manually specify what colour your image is to be shown as premultiplied with, if it is premultiplied or not, plus you can use a nice set of matte controll filters to clean up badly created mattes/alphas. From here you can save your image out again with a brand new fixed alpha channel.


    Then of course there are the settings in the max mat-editor.
    Usually refraining from enabeling the alpha in the bitmap "alpha source" settings, and setting the mono channel output to alpha using a nice clean png should be safe. Also don't be fooled by the way the map may look in the viewport. You can have haloes visible there, but not in your renderings, and visa versa. (Note....checking apply in the cropping part of the bitmap settings, often resolves viewport issues of transparant planes with non-premultiplied alphas.)

    Hope this helps explain what you where asking about a bit better.
    Signing out,
    Christian

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    • #32
      Thanks Mario

      Trixian.. thanks a lot... I'll try...
      The problem was to understand correct what u said because of my English.

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