Whithers Posted March 27, 2012 Share Posted March 27, 2012 Hello all! Any help on this would be greatly appreciated, as my deadline is nigh and I'm having trouble figuring it out. So: my renders look swell in mplay, but the opacity maps that I have only half-work when the images are rendered to disk. The maps are in a mantra surface material as .tiffs or .jpgs, and I'm rendering out an .exr sequence with a depth plane. If I use PBR, it works fine even when saved to disk, but with micropoly (which is what I need to use, in this case) there's no joy. The map is only half-working, making the areas that should be invisible just translucent. I've tried adjusting the tint. Thanks! ~Whithers Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted March 27, 2012 Share Posted March 27, 2012 (edited) Hello all! Any help on this would be greatly appreciated, as my deadline is nigh and I'm having trouble figuring it out. So: my renders look swell in mplay, but the opacity maps that I have only half-work when the images are rendered to disk. The maps are in a mantra surface material as .tiffs or .jpgs, and I'm rendering out an .exr sequence with a depth plane. If I use PBR, it works fine even when saved to disk, but with micropoly (which is what I need to use, in this case) there's no joy. The map is only half-working, making the areas that should be invisible just translucent. I've tried adjusting the tint. Thanks! ~Whithers Can't you use "Micropolygon PBR" in this case? Either that or you can build your won shader instead of using the Mantra Surface Shader... Cheers Edited March 27, 2012 by rafaelfs Quote Link to comment Share on other sites More sharing options...
Whithers Posted March 28, 2012 Author Share Posted March 28, 2012 Thanks for responding, man. I sorted it out but am still wondering why it happened... Quote Link to comment Share on other sites More sharing options...
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