Id like to use grey scale images as texture maps and color them with RGB Luma
Tint in order to save disk space. This works
with materials that are mono or duo chromatic. The problem is that full
transparency cannot be achieved (by me at least) with
RGB luma tint. The areas that are designated as fully transparent by the
opacity map have a color cast like celophane.
I dont think Im making a mistake with the opacity map because the same material
works fine with RGB tint or with no tint.
Ideas? Thanks.
It sounds like your transparent object may be catching a highlight. Either
make it matte or use a shininess map (that matches your opacity map) to
eliminate the highlight.
– Phil
>> The areas that are designated as fully transparent by the opacity map
>> have a color cast like celophane.
In addition to what Phil said, you might check your 3ds.set file. The setting
for NEW-SUBTRACTIVE-TRANSPARENCY should be OFF for fully transparent objects.