Author Topic: Inverted opacity in max  (Read 2840 times)

2015-03-17, 10:06:06

Wigglevigor2

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Hey,
I am getting inverted opacity in max ( I know the image it doesn't really look like inverted opacity but it really is. I should have removed the texture for the example screen shot). I tied all kind of settings for almost an hour now and it always ends up the wrong way around. Checking invert in the output tap doesn't work. Having this issue with all textures the eyelashes are just an example. Can anyone help? :)
« Last Edit: 2015-03-17, 10:11:04 by Wigglevigor2 »

2015-03-17, 11:04:51
Reply #1

Ondra

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can you share the scene so somebody could take a look? Opacity currently works a bit different in Corona w.r.t. bitmap outputs. I will consider changing it in the future, but for now it should be easy to work around this once we see your setup
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-03-17, 11:21:15
Reply #2

racoonart

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Corona does not use the Mono Channel for opacity (like Vray or others). It uses the RGB channels. So if you want to use the embedded alpha, try using it in conjunction with a mix map and use the colors to define white and black.

The material/lights converter also has a tool to do that automatically, you can try that and see what it does.
Any sufficiently advanced bug is indistinguishable from a feature.

2015-03-17, 14:15:13
Reply #3

Wigglevigor2

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The converter plus some setting changes did an awesome job! Thanks guys! :)

2015-06-04, 17:36:46
Reply #4

Ludvik Koutny

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Already known issue reported on mantis.

Moving to resolved section.