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Xelan101
01-02-2011, 05:26 PM
I feel rather stupid for asking this question, and I'm gonna guess many other people have asked it before, but I couldn't find a straight answer by browsing the forums myself


How do I get Alphas to work in UDK?

I've tried plugging in my black and white opacity map (which works fine when tested in 3DS Max) into both the opacity mask, and opacity nodes as well as each of them individually.

I have also tried this using an Alpha channel of the above mentioned design from my diffuse texture which has been saved as a 32 bit Targa

Am I missing a step? Or something because what little I could find that explains Alpha maps in UDK says that one of those should have worked..... If someone could let me know the usual approach to Alphas in UDK or direct me to a link or site that can further educate me on the subject that'd be great.

JordanW
01-02-2011, 05:42 PM
did you set the blendmode to masked or translucent? That is required to use the opacity and opacity mask inputs.

Xelan101
01-02-2011, 06:05 PM
No I did not, so that's probably the issue I'll look it up and try change that.

Thanks

Oniram
01-06-2011, 11:54 AM
keep in mind. if it is an alpha for something like plants (solid black and white), you want to use Blend_Masked. only Blend_Translucent (to my knowledge) will take all 0-1 values for an alpha.