Hello,
A long time I regularly face this bug, and I finally take some time to report it
When you use std 3dsmax Blend material, you can use the same file (let's say a TIFF for example) as RGB and mask, as long as it includes an alpha channel. Then the only thing to change is to switch Mono Channel Output from RGB intensity to Alpha. The same thing perfectly works for a VRay material for which you need some opacity: duplicate diffuse map to opacity slot, then Mono Channel Output to Alpha, and here you go, you've got diffuse and opacity with only one map. So far so good.
The problem I get is that Mono Channel Output switching doesn't work when it comes to use in a VRay Blend material, as blend amount map ! from my various tests, it's mandatory to create a separated B&W map as separated mask file ... really not convenient !
Oh and btw, we're on 3dsmax 2014, VRay 3.00.07, but this behavior was also true with previous 3dsmax and VRay versions.
Thanks in advance !
Regards.
A long time I regularly face this bug, and I finally take some time to report it
When you use std 3dsmax Blend material, you can use the same file (let's say a TIFF for example) as RGB and mask, as long as it includes an alpha channel. Then the only thing to change is to switch Mono Channel Output from RGB intensity to Alpha. The same thing perfectly works for a VRay material for which you need some opacity: duplicate diffuse map to opacity slot, then Mono Channel Output to Alpha, and here you go, you've got diffuse and opacity with only one map. So far so good.
The problem I get is that Mono Channel Output switching doesn't work when it comes to use in a VRay Blend material, as blend amount map ! from my various tests, it's mandatory to create a separated B&W map as separated mask file ... really not convenient !
Oh and btw, we're on 3dsmax 2014, VRay 3.00.07, but this behavior was also true with previous 3dsmax and VRay versions.
Thanks in advance !
Regards.
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