> I'm making a transparent texture, and am having some trouble getting
> it to look right. To save geometry, I rendered a .tga image of my
> model, with alpha channel, and mapped it to a simple box so I could
> make many apparent copies of the model. In the material, the bitmap
> is Texture 1, as a decal, source=RBG. The same file is used as an
> opacity map, source=alpha.
> The problem is I'm getting what look like aliased matted lines around
> the edges of the model's image in the material. I've tried rendering
> the .tga with both no background and a gradient BG similar to what
> will be used in the scene. Setting Ambient and Diffuse colors in the
> material to L=30 helps some, though it seems to me they should have no
> effect and not be necessary.
> I thought alpha channels were supposed to prevent things like this.
> Have I missed a step?
> Jeff Weisend
I think the "Decal" setting makes it work bad. Decal was actually a way
to FAKE Alpha or Mask in the early versions of 3DS. When you activate
Decal, the program takes the color of the Upper Left corner of the image
(Pixel # 1) and makes it transparent. This means that all the colors
used for Anti-aliasing become ... opaque. I would suggest using Tile,
the Alpha of the same picture in the Mask channel, and the Alpha in the
Opacity map slot. Apply planar coordinates to fit the shape (in order
not to have many Tiles) and... it should look better.
Hope this will help you!
aka W3 User
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