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Posted: Fri May 13, 2005 11:23 pm
by Tyrone Marshall
Adam Trachtenberg wrote:Confirmed. It seems that only the clip map channel is working with the metal material.
This is the same situation with the max plugin as well, no opacity or shades of grey supported, just white and black, either on or off.

Posted: Fri May 13, 2005 11:35 pm
by Tyrone Marshall
MonkeyBoy wrote:Thanks for the confirmation!

-MonkeyBoy
A work-around to this issue would be to somehow convert the grey map information to black and white fine dither pixels (dots). Then it becomes a density approximation of the opacity shades which would be a 60% solution, with 100% being support of opacity maps.

Anyone know a technique in photoshop or painter for doing this?

Posted: Fri May 13, 2005 11:44 pm
by znouza
Tyrone Marshall wrote:
MonkeyBoy wrote:Thanks for the confirmation!

-MonkeyBoy
A work-around to this issue would be to somehow convert the grey map information to black and white fine dither pixels (dots). Then it becomes a density approximation of the opacity shades which would be a 60% solution, with 100% being support of opacity maps.

Anyone know a technique in photoshop or painter for doing this?
convert to indexed color with two color palette (b&w), try some dithering methods to select the best one

Posted: Fri May 13, 2005 11:46 pm
by Tyrone Marshall
znouza wrote:
Tyrone Marshall wrote:
MonkeyBoy wrote:Thanks for the confirmation!

-MonkeyBoy
A work-around to this issue would be to somehow convert the grey map information to black and white fine dither pixels (dots). Then it becomes a density approximation of the opacity shades which would be a 60% solution, with 100% being support of opacity maps.

Anyone know a technique in photoshop or painter for doing this?
convert to indexed color with two color palette (b&w), try some dithering methods to select the best one
Thanks, I will give this a try using the cinema4d plugin.

I think this will give a lot of room for new possibilities using this alpha-map approximation method for opacity maps in maxwell render! :D