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Jaidek
04-04-2007, 05:29 AM
Hello All,

I have been playing around a bit with the mia_material in Maya 7.0 and it is great! However, I cannot seem to get transparent objects to create a proper alpha. It seems that setting "transparency propogates to alpha" and "Pass Custom Alpha Channel" isn't enough.:sad:

Here is a render of the "Glass (Thin Geometry)" preset applied to a default poly sphere and rendered on a black background (I adjusted the background color in Photoshop so you all could see the sphere more clearly). The only thing altered was enabling the propogate to alpha setting. I also have Pass Custom Alpha Channel enabled. Here is what I get:

http://img376.imageshack.us/img376/8272/miamaterialalpharm2.jpg

Its like the refractions transparency information isn't being taken into account. However, if I connect the outTransparency of the mia_material to a reverse node, then reconnect it to "cutout", I get something that is closer to a usable alpha. Just seems to be a sloppy workaround. Anyone have any suggestions or solutions to this issue?

Thanks,

NEO^AMiGA
05-04-2007, 10:32 AM
I am in the same boat over here. Did you find any other solution?

Hello All,

I have been playing around a bit with the mia_material in Maya 7.0 and it is great! However, I cannot seem to get transparent objects to create a proper alpha. It seems that setting "transparency propogates to alpha" and "Pass Custom Alpha Channel" isn't enough.:sad:

Here is a render of the "Glass (Thin Geometry)" preset applied to a default poly sphere and rendered on a black background (I adjusted the background color in Photoshop so you all could see the sphere more clearly). The only thing altered was enabling the propogate to alpha setting. I also have Pass Custom Alpha Channel enabled. Here is what I get:

http://img376.imageshack.us/img376/8272/miamaterialalpharm2.jpg

Its like the refractions transparency information isn't being taken into account. However, if I connect the outTransparency of the mia_material to a reverse node, then reconnect it to "cutout", I get something that is closer to a usable alpha. Just seems to be a sloppy workaround. Anyone have any suggestions or solutions to this issue?

Thanks,

wilsimar
05-04-2007, 08:16 PM
try to link mia_material in layeredShader input0->color..... adjust transparency in layeredshader... apply layeredShader in objects..

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05-04-2007, 08:16 PM
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