#Alpha question
Gary,
I have a question that I don't have clarity on, perhaps you can help.
I get an error message when I render an image that says, " Warning: Texture map
x.tga is used in two places with conflicting use of alpha
.." How can I change the imaginary existence of the alpha map and not the
texture? There is no alpha information in the texture map, but I want to use
the texture map. How does this work and how can I avoid this common problem?
And while I have your attention, I've got another question regarding alpha.
When I render an image with the alpha channel on, I look at the rendered image
using PhotoShop or QFX and find no alpha channel. Looking at the raw file in
hex it seems as though the alpha channel is on but it is just filled up with
blank information, and no alpha from the image. Because alpha is essential with
my video-oriented animations, I either have to use TOPAS to re-render the
images or create the alpha in QFX (providing I save the animated sequence of
images uncompressed) in a batch file. What gives?
That's it for now. Thanks in advance.
-Gregory MacNicol
P.S. The 3DS newsletter is getting resurrected. Tony dropped out and I'm going
ahead with it anyway.