Re: [cgkit-user] Using textures with alpha in OBJMaterial
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mbaas
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From: Maik R. <mai...@ar...> - 2012-04-23 11:51:56
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On 05.04.2012 22:51, Matthias Baas wrote: > In an obj material, the transparency is specified using the "d" > (=dissolve) parameter which is also what's implemented in the > corresponding RenderMan shader in cgkit. So you have to store your alpha > channel as a separate image and set that image as the map_d parameter. > Alternatively, you could grab the generated shader, tweak it and use the > modified version instead of the default one (using a RMMaterial object). Works perfectly, thanks! :) Using a separate alpha map increases rendering time for me from 6s to 8s. But I guess a separate map is the only way here. Maik |