werwack
Great, thanks!!
The alpha transparency of the texture, which is clearly visible in the viewport, doesn't seem taken in account in the rendering. Is there something to activate?
It seems the default Decal Shader in H10 doesn't hook up the alpha channel from the Decal VOP…
ops:
Instead of fixing it just replace the decal with a Basic Surface material from the gallery and use that to place the texture map.
I also noticed another issue with the Basic Surface. The specular is added on top of the surface after the opacity is factored in. This means specular on invisible surfaces. I can see why this choice was made as you want specular to contribute even if there is a wee bit of opacity but once opacity is zero, in this case you want spec to be eliminated.
If you want to fix this, dive in to the basic_surface vop network and:
1) Insert a Multiply VOP inbetween the addSpec Add VOP and the output1 Output VOP's Cf input.
2) Wire the output of the multiply2 Multiply VOP in to the last free input of the Multiply VOP you added.
With this hack the spec is now modulated by the opacity (and everything else making this an ugly hack).
werwack
Also can you tell me how th change to background color for the rendered image?
You can apply a background image of your preferred color to the Camera Object. Here are more steps…:
1) Select your camera object
2) from the Gear menu, select “Edit Rendering Parameters…”
3) type “background” in the Filter field for the Create Parameters Column.
This narrows down the list of parms.
4) in the Mantra 10.0 > View tab, select the following and add via the right arrow button:
Enable Background
Background Image
Scale Background To Fill Image
5) press Accept and now fetch your image in the Background Image parameter.
Now you can fetch a constant color background image and it could be just a single pixel if you have the Scale Background to Fill Image set to “on”.