Hey why is it that some textures I add to a material slot come out way too bright looking.
Here is what I mean.
http://www.urbanbrotherhood.com/images/Asker2.jpg
Max Material Why so Bright?
Naw, here I made another screenie.
See how the thumbnail view of the texture is fine, but the Material ball to the left is all bright(The texture ball to the far left is a bark texture that working perfect).
I cant get rid of it and it shows up on final renders.
yes i noticed what you mean , all i can think of right now is to go to Output rollout , then enable color map , and adjust your curve. sorry not much of a help.
Hum I like the tip but sadly didnt change anything but the material balls look, final renders still has like this layer of brightness on the texture. Anyone know what up?
PS. I have tryed to resave the tga in photoshop but nothing changed
tga !!! , so the same problem happens with jpg , or another format without alph channel , or just the tga?
Just tga, but the texture thats fine in the picture above is a tga also and saved in the same session.
Also could be a question of one and the other using/not using default/system/image Gamma (its in the load dialogue)
Hum yes I did notice this but for somereason with every texture I load its not Highlighted for me to select, but I think your right this woluld solve it. Any reasones why I cant turn it to default?
WoW err but how did it get a alpha channel, I know I didnt put it on I dont need one on a bark texture. Either way thanks man this helpes alot woot!
"Bitmaps saved to the TGA and TIF file formats can contain an alpha channel, but only if specified upon saving. The only file format that 3ds max can render with an alpha channel is the TIF format. "
…right from max help file…
…if you save the tga as a 32 bit file you will get an alpha channel
but not if saved as a 24 bit file…
…this dialog box comes up when you click save as…and is labeled “setup”
as for your image… the very fact that a fairly bright object against a totally black background just naturally will makes the object perceived to be brighter to a degree …gradient the background …lessen the light intensity seems like a likely solution …
-you may have enviroment- ambient settings tweaked up a bit…which also show up and will show effect in your material preveiw boxes.
A TGA with an Alpha channel? I’ve encountered this before. You’re using the TGA for the diffuse map, right?
In this case open the diffuse map slot and look for the ‘Alpha source’ area. There, choose ‘none (opaque)’ and you should be set. 
goto the enviroment settings dialog and select logarithmic or linear decay in the render option. Also chose radiosity as the renderer . this problem will go away
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