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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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How can I use my vertex color alpha data from a RGBA colorset to provide it as opacity in aiStandardSurface shader ?

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Message 1 of 5
Anonymous
566 Views, 4 Replies

How can I use my vertex color alpha data from a RGBA colorset to provide it as opacity in aiStandardSurface shader ?

 
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4 REPLIES 4
Message 2 of 5
Stephen.Blair
in reply to: Anonymous

You can't do it with aiUserDataColor, because that shader is RGB, not RGBA.

I suppose you could un-hide aiUserDataRGBA (the user_data_rgba node from Arnold) and use that. To do that, edit mtoa.mtd



// Stephen Blair
// Arnold Renderer Support
Message 3 of 5
Anonymous
in reply to: Stephen.Blair

You Rock Man. Thank you so much. It works. For those who have same problem, you should edit mtoa.mtd and look for [node user_data_rgba] and make maya.hide BOOL "True" to "False". You can find "Out alpha" output by right click on "aiUserDataRgba" node and "Show all attributes".

Message 4 of 5
ddankhazi
in reply to: Anonymous

I would be a better solution to give us the option to choose between RGB and RGBA mode inside the aiUserDataColor node.

Message 5 of 5
hoanghon.trenrung
in reply to: Anonymous

We can use alpha or rgb from vertex color in the new version of arnold

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