Model+Material = Binary Mask?

    Apr 23 2015 | 4:46 am
    When I apply a material with an alpha channel to a I get a nice smooth mask. When I apply a material with an alpha channel to a I get fucked up ugliness.
    Any ideas here?
    Max Patcher
    In Max, select New From Clipboard.
    The patch below is a demonstration. This Dropbox link includes also includes a model and a masked image for testing. (In case you don't have them.)

    • Apr 23 2015 | 2:30 pm
      Yeah, i also always have worries with If i load your example patch with texture and model it looks fine(Capture1, bottom). But if i doubleclick and open (i don't change any parameter) it starts looking like Capture2(dark one). 7.0.3 32bit on Windows
    • Apr 23 2015 | 2:43 pm
      That's even weirder than my thing. I get the hexagons but the mask only lets either 100% transparent or opaque.
      I'd avoid material but I'm not sure where else I can use normal maps. (I'm not very educated in jit.anything.)
    • Apr 23 2015 | 2:45 pm
      To add to this, the bottom is actually what I want! So maybe it's my graphics card. I'm on an old 17" mbp.
    • Apr 23 2015 | 3:33 pm
      set @material_mode 0. this tells the model to ignore all material values loaded from the model's material file, and use the @mat_* values instead.
    • Apr 24 2015 | 5:30 am
      It's ambiguous what you're replying to but if I'm understanding you correctly, you're saying in order to avoid using, I can manually set colors on the The huge downside of this is that doesn't seem to take texture matrices like does. For instance applying a bump map to without appears to be impossible (unless my lack of experience is hiding something from me).
    • Apr 24 2015 | 2:37 pm
      I GOT IT!
      ROB! I Live in New York. Owe you a beverage and/or meal.
      EDIT: ... except it doesn't do spherical mapping. DOH!