View Full Version : Alpha goes weird on card
acc9340 08-29-2009, 01:10 AM I have some cards that I am using for grass in maya. I have painted the grass with the alpha channels and saved as 32 bit targas. The alpha perfectly corresponds to the color but when I render in Mental Ray I get a white haze around the color. Is this a filtering issue and is there a way to defeat it?
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leif3d
08-29-2009, 05:49 AM
What I've always done is click "Use Maya-Style alpha detection on file textures" under the Rendering Preferences and I've never had a problem since.
I also turn off texture filtering at all times...
You can also try this trick I saw in a cool little tutorial recently:
There's a "shadow attenuation" attribute as part of the raytracing attributes in shaders. Turn that down to zero.
If everything else fails, then there is something wrong with your texture's alpha.
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