- Fri Jan 16, 2009 4:14 pm
#289511
You are getting the white borders around the clipmapped geometry because there are greyscale values in the clipmap. So if it's not 100% white, it will be fully opaque in the render when you use this map in the transmittance channel.
To expand what the others suggested, you could instead make a 2 bsdf material and instead of using this map in the transmittance channel, you use it as a weightmap for each bsdf. This way you can get variable transparency and this border will be far less visible.
So in the first bsdf, set transmittance to fully white, ND 1. Apply this map as a weightmap for the bsdf.
The second bsdf, place your color map in the refl0 slot, and apply this map also as a weightmap for the bsdf but invert it (white areas in the map mean these areas will be visible).
Ofcourse you can also make this material as 1 bsdf and use this map in the transmittance channel but then use the Threshold or Contrast commands in Photoshop to make sure there are nothing but 100% black or white pixels in the map. But for finer, smaller objects such as this text it's better to use 2 bsdfs method.
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