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I'm using some cards for the character's hair.
But no matter what algorithm I use for the PNGs, the hair cards have white pixels that surround the textures. As a result, the hairs look white from afar.
Here's a screenshot of the glTF.
I tried a bunch of PNG export options from Photoshop.
Using Substance painter exported hair map
Using Burn Tool to paint away alpha
Using Burn Tool to paint away more alpha
Using Burn Tool to paint away even more alpha
Using map with RGB fully opaque and Alpha channel
Using Save For Web, PNG8, Brown Matte
Using Save for Web, PNG8, Dithering Transparency
Using Save For Web, PNG8, No Matte
I'm no expert in Transparency/Shaders/Image Formats, but as far as I understand, Options 5 through 8 should produce results that don't have white pixels, but yet they do?
I am using this shader: glTF_PBR.ogsfx.
Here are more close up pictures of the problem.
Is there a setting I'm missing before export to avoid having the white pixels?
The text was updated successfully, but these errors were encountered:
Hello again,
I'm using some cards for the character's hair.
But no matter what algorithm I use for the PNGs, the hair cards have white pixels that surround the textures. As a result, the hairs look white from afar.
Here's a screenshot of the glTF.
I tried a bunch of PNG export options from Photoshop.
I'm no expert in Transparency/Shaders/Image Formats, but as far as I understand, Options 5 through 8 should produce results that don't have white pixels, but yet they do?
I am using this shader: glTF_PBR.ogsfx.
Here are more close up pictures of the problem.
Is there a setting I'm missing before export to avoid having the white pixels?
The text was updated successfully, but these errors were encountered: