Forum Coordinators: Kalypso
Carrara F.A.Q (Last Updated: 2024 Nov 21 9:55 pm)
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Here is a previous post that discusses this. Also, do a search of this forum there are several more posts on this issue.There are several ways to work around but the one that has worked for me is this: (I'm assuming your are trying to place a decal with a rectangular layer into an object) 1) make the Texturemap (save as TIFF)Don't use jpgs or gifs 2) Make an opacity mask (black and white) also save it as TIFF. 3) Apply the texture map as a rectangular layer. 4) In the Transparency channel add a Rectangular layer with the same dimensions as the texture map and place the opacity mask there. I don't remember ir white is invisible or black, but If make it wrong, just check the "invert" option. 5) I think that eliminates 100 to 99 percent of the halo. I hope this helps...
The important thing that may not be immediatly noticable, is that you can't use anti-aliasing on the outside edge of your transparency map. It has to be: 1 pixel 100% white, the next pixel 100% black. If there's a grey there, you will get a partial transparency, and that may be the color around your image. In the shader, in the blender part, the 'sampling' filter is used instead of 'gaussian' so that it doesn't blur the edge, which would cause the same problem. By the way, this is also a great way to mak a forest of trees. If you have a clean photo of a tree, make a black/white version of it, and set up the same shader. Then take 2 planes, set them at right angles to each other, and assign the shader to them both. At most angles, you'll see a tree with clear areas between the leaves. Also, set the renderer to 'light through transparency" or you'll end up with strange shadows. Hope this helps!
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Just curious if anyone had found a solution to the white halo that is produced around a texture map when applying a mask.