Bug in the way vrayblendmtl evaluates masks...

Hello.
I think there’s a bug in the way vrayblendmtl evaluates masks…
If the mask is not tiled the areas outside the mask are half opaque.
Thsi means that outside the mask there’s a mix of the two materials.
I think this should work as the standard blend material where the outside areas are opaque, black and not grey.
I’m I missing something or is this somewhat annoying if not a bug.
Thank

The blend material mixes the blend map with the blend color, like all other maps in 3ds Max. So in areas where the alpha of the blend map is zero, you will get the blend color, which is grey by default.

So you just need to make sure your blend color is black to fix the issue.

Best regards,
Vlado

Hi Vlado!
Thanks for the prompt response but I didn’t understand what to do, what is the “blend color”?

Nevertheless I attached a test to show the problem…

I really don’t think the outside areas should be gray but black…

Again…I’m I missing something?? :expressionless:

Thanks



vrayblendmtl test.zip (40.2 KB)

well…I could use a vraycomptex and “add” the mask and a black vraycolor but I really don’t see the need for this annoying workarround

The blend color is the small square color swatch next to a coat material in VRayBlendMtl; it is grey by default, but you can click it and make it black from the color picker.

Best regards,
Vlado

This is the “blend color” that you should adjust.

Best regards,
Vlado

ahhh!!! :smiley:
Thought it was a default material color :-S
Thanks Vlado! I was really begining to be worried about this :-S
You’re the best :slight_smile:

Vlado is so kind hearted!

I know, i know…and pacient too. :-S