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sparo
Post  Post subject: alpha mask blend issue  |  Posted: Wed Apr 20, 2016 4:48 pm

Joined: Tue Mar 22, 2016 7:38 pm
Posts: 31

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I have a texture on a polygon plane with the alpha mask enabled. However, the edges of the alpha are very sharp and jagged and not realistic. The file is a PNG.

This is what the image looks like in photoshop

Attachment:
hair_test1.jpg
hair_test1.jpg [ 670.69 KiB | Viewed 13500 times ]


This is what it looks like in maya with furryball render

Attachment:
hair_test2.jpg
hair_test2.jpg [ 363.17 KiB | Viewed 13500 times ]


This is what it looks like with mental ray render

Attachment:
hair_test3.jpg
hair_test3.jpg [ 436.45 KiB | Viewed 13500 times ]


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Jan_Tomanek
Post  Post subject: Re: alpha mask blend issue  |  Posted: Wed Apr 20, 2016 5:06 pm
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Posts: 1607
Location: Prague - Czech republic

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You probably use premultiplied alpha, isn't you?
If yes, this is correct. In Maya it looks like hard edges, but in Alpha there are nice edges. This is only way how to compose.

This is why it looks correct in Photoshop - So where is the problem?

BTW nice hairs - this is Shave and FurryBall?

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sparo
Post  Post subject: Re: alpha mask blend issue  |  Posted: Wed Apr 20, 2016 9:07 pm

Joined: Tue Mar 22, 2016 7:38 pm
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It isn't actual 3D hair. It is a picture (PNG) image that I used as a texture on a polygon plane.

hait_test2.jpg is the final furryball render of that image in maya. The background is a sphere with a white material on it. There is no alpha on the final render.
The alpha problem is happening on the polygon plane, and the texture associated with it. The final render should look like "hair_test3.jpg"

Below, you will see the plane, and the texture attached to it with the alpha. (Ignore the inverted color. That is another problem.) The render is a close up of the cat's back.

Attachment:
cat1.jpg
cat1.jpg [ 729.11 KiB | Viewed 13496 times ]


Attachment:
cat2.jpg
cat2.jpg [ 1.11 MiB | Viewed 13496 times ]


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Jan_Tomanek
Post  Post subject: Re: alpha mask blend issue  |  Posted: Wed Apr 20, 2016 9:22 pm
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Location: Prague - Czech republic

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If It's image it use 1bit alpha by default - it means just black and white.
If you need some gradient or "better" alpha you need use transparency instead "normal" 1bit alpha masking.

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Jan_Smejkal
Post  Post subject: Re: alpha mask blend issue  |  Posted: Thu Apr 21, 2016 8:44 am
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Joined: Fri Aug 13, 2010 10:30 am
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Hi,
it seems, that you connected your png texture to Alpha mask attribute in FurryBall material.
However in your last image you have default Maya lambert material. So I test your scenario and it works fine for me:
Only plane with PNG texture with alpha channel in transparency attribute and FurryBall Environment Map with checker for background. Also transparency must be enabled in features (you also have on hait_test2.jpg).
Attachment:
transparency.png
transparency.png [ 794.48 KiB | Viewed 13493 times ]

If same scenario will not work for you, please try to use different png with alpha mask.


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sparo
Post  Post subject: Re: alpha mask blend issue  |  Posted: Thu Apr 21, 2016 4:35 pm

Joined: Tue Mar 22, 2016 7:38 pm
Posts: 31

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Hello, thanks for the detailed reply. I have done what you suggested. I attached the PNG to the transparency of the furryball material, but I am still getting the same issue. I tried using a different PNG, but still have the same problem. Here are more examples.

This is a polygon plane with furryball material, and PNG connected to diffuse color and transparency, with transparency enabled in render settings.

Attachment:
transparency1.jpg
transparency1.jpg [ 714.29 KiB | Viewed 13490 times ]


This is with mental ray

Attachment:
transparency2.jpg
transparency2.jpg [ 745.26 KiB | Viewed 13490 times ]


I did the same render with a maya lambert material, rendering with furryball and that seemed to work fine, but I would like to use the furryball materials. Is there no way?


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Jan_Tomanek
Post  Post subject: Re: alpha mask blend issue  |  Posted: Thu Apr 21, 2016 6:32 pm
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Location: Prague - Czech republic

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Please send here to forum this scene with texture.

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sparo
Post  Post subject: Re: alpha mask blend issue  |  Posted: Thu Apr 21, 2016 10:27 pm

Joined: Tue Mar 22, 2016 7:38 pm
Posts: 31

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Attachment:
transparency_test.ma [86.54 KiB]
Downloaded 408 times


Attachment:
transp_test.png
transp_test.png [ 380.43 KiB | Viewed 13487 times ]


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Jan_Tomanek
Post  Post subject: Re: alpha mask blend issue  |  Posted: Fri Apr 22, 2016 7:53 am
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Joined: Tue Oct 27, 2009 11:03 pm
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Location: Prague - Czech republic

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Yes, you are right.
We made some updates with detecting Alpha in transparency and there is probably some bug with PNG. I resaved your image like TIF and all work OK.
We will look on it.

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If you have any further questions, please do not hesitate to contact us.

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Jan_Smejkal
Post  Post subject: Re: alpha mask blend issue  |  Posted: Mon Apr 25, 2016 8:42 am
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Hi,
it isn't problem with your texture, but connection to FurryBall material.
If you connect your texture to transparency attribute of FurryBall material, R channel will be used. You must connect your texture to Transparency Color attribute and also if you want to use alpha, you must connect outTransparency of your file node to transparencyColor of FurryBall material.
This is why lambert material looks fine, because connection is made by this way.


Attachments:
connection.png
connection.png [ 5.35 KiB | Viewed 13472 times ]
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