This is not how my texture worksMat_Alpha_Mode 1/2/3 Then adjust texture alpha, the darker the place, the more transparent it is.
Mat_Alpha_Mode 0 opaque
1 >50% opaque ≤50% transparent
2 <50% transparent =50% translucent >50% opaque
3 Support arbitrary values
Wasnt that his formula for glass materials?This is not how my texture works
This is how it works:the diffuse has transparency
I guess this is impossible, every shader has its own channel binding, alpha channel in the color map will be used as blend map for two sphere maps.Does ir_sr3npcskinfull supports transparency? Or is there a way to add the sphere map support to ir_at_bbsimple1 ?
Im trying to simulate a hair with reflections, the diffuse has transparency, but i cant use it without sacrificing the sphere map.
Considering <Mat_Alpha_Mode>2</Mat_Alpha_Mode> doesnt seem to work for sr3npcskinfull
There's a chance this is due to me rather arbitrarily defining Maya's transparency slot as the input for blend maps. I honestly thought it would use the alpha channel of the color map for transparency, regardless of whether there's something plugged into the slot called "transparency" in Maya or not. Anyhow, you can change the texture slot binding in the converter script right around line 4353. This is how the relevant code segment should look by default:I guess this is impossible, every shader has its own channel binding, alpha channel in the color map will be used as blend map for two sphere maps.
Thanks, now I'm sure that problem with my material.Sphere maps work fine
View attachment 25348
I used ir_sr3shaderballadd
Don't know why cubemaps don't work tbh