Is there a way to make decals with vraybitmap? I put several of them together in a composite map with tiling turned off, and the top layer in the composite just covers the ones below with black in the area outside the map instead of revealing them and the base material. When I use the built-in max bitmap it works as expected. Am I just missing a checkbox somewhere? I would prefer to use vraybitmap for everything if I can since the mapping source feature is great. Thanks!
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Originally posted by hermit.crab View PostWorks as expected on my end. Could you attach a simple scene, in which the issue is present? Screencaps would be lovely as well.
I'm trying to tile 9 different USGS images on a large plane. In the file, I included two planes, one with material using standard bitmaps which works as expected, and one that uses vraybitmaps. In this file, I have all the maps plugged into a multi tile, but I got the same results when I plugged them into a composite map. I'm really not sure what I did differently here vs when I tried to reproduce the problem. When I was setting this up, I started from scratch several times thinking I might have fat-fingered a checkbox somewhere, but I got the same result every time. I can only assume it has something to do with the unwrap I'm using. I'm baffled. Let me know if you need any other info.
I've attached the max file and a test rendering. Here is a link to the maps: https://we.tl/t-qIxGthIA7W (they're the original huge textures because I couldn't reproduce the issue in a simpler file)
Thanks!
3ds Max 2021.3.2
vray 5, update 1.3
Attached Files1 Photo
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Your VRayBitmaps' Alpha Sources have been set to opaque. This produces a black background (instead of transparency), which overlaps all other tiles. Set the Alpha Sources to "Image Alpha" to resolve it.
Also, there seems to be a difference in how Bitmaps and VRayBitmaps handle the Opaque function, which is from where the confusion stemmed.
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Originally posted by hermit.crab View PostYour VRayBitmaps' Alpha Sources have been set to opaque. This produces a black background (instead of transparency), which overlaps all other tiles. Set the Alpha Sources to "Image Alpha" to resolve it.
Also, there seems to be a difference in how Bitmaps and VRayBitmaps handle the Opaque function, which is from where the confusion stemmed.
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Originally posted by hermit.crab View PostIs there a reason to remove the .tiff's alpha channels, rather than simply apply them?
Additionally, sometimes if we haven't chosen the correct setting in pshop when we export a .tiff texture, and it brings an alpha channel with it, a quick fix is to just turn off the alpha in the bitmap in max.
Not a huge deal ultimately, just curious. From a v-ray standpoint, is there any advantage to including a black background in the map when alpha is turned off? Trying to think of a situation in which that would be desirable.
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