maya tranparency alpha issue

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

View Poll Results: Was this question useful
very 3 100.00%
sort of 0 0%
meh 0 0%
not at all 0 0%
Voters: 3. You may not vote on this poll

Thread Tools Search this Thread Display Modes
  11 November 2013
Just rethink the steps described, all necessary connections happen between

 mia_material ->
 				layeredTexture -> surfaceShader -> shadingEngine
 veinsFileNode ->
  11 November 2013
Ok, my bad: the connection from mia_material_x.resultA needs to go into layeredTexture.input[1].alpha, therefore set its layer color to white. Below an example setup.
Attached Files
File Type: zip (9.4 KB, 2 views)
  11 November 2013
How I laid it out

I've attached the alpha layer and a copy of what I did with the layer network to see if I am on the right track... I'm going to render again... I'm not expecting a miracle...
Attached Images
File Type: jpg alpha-for-wings.jpg (66.6 KB, 3 views)
File Type: jpg new-layer-texture-configuration.jpg (61.8 KB, 2 views)
  11 November 2013
so just switch the order of the layers?
  11 November 2013
sorry I see what you mean... put the result into the alpha instead of the RGB color channel.
  11 November 2013
So here is what I did based on your texture... fingers crossed

By the way thank you for all your help. I'm amazed that someone would take the time like this and dismayed by my equally confounding ability to figure this stuff out on my own. What did then was this:

wing lines Out Color R --> layered texture 2. inputs[0].alpha

mia material x Result A -->Layered texture 2. inputs [1].alpha
  11 November 2013
didn't work

Well I tried that but it didn't work... in fact it appeared to be the opposite effect. So my guess is that the layer attached to the alpha needs to be black not white then? Basically the lines that we wanted white stayed the same pale white as before and the areas that were transparent before became completely black leading me to assume that the alpha had the opposite effect. Correct me if you think that this is wrong. How does one send beer to Germany anyway?
  11 November 2013
It Worked! I think...

Ok so I think that it worked... except that it may have erased all signs of reflections from the wings... not a big deal though I suppose. I was thinking that I could create a separate render layer with just the mia material x passes and render out a reflection pass and then composite that on top... but I think it worked... How do I send beer to Germany? Also the reflections might show up if I place the wing at another angle, I'm not sure. Basically what I added a new alpha layer unattached to anything with the inverse alpha in the number 0 slot of that layer shader and it added the white lines that I needed.
  11 November 2013
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 05:32 AM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.