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Transparent PBR Texture?

n4gix

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unitedstates
I have several small polys that I use for 'hidden' mouse control points. Does anyone know how to make a transparent PBR material?
 
Use the albedo's alpha for transparency with the color non-existence. Change the render mode to transparent. Should work I believe.
 
Use the albedo's alpha for transparency with the color non-existence. Change the render mode to transparent. Should work I believe.
Unfortunately, the PBR Material Editor in Max does not offer "Transparent" as a render mode option.
 
For the albedo? It should. I guess I need to look at it again in Max. For which sim is this for again?
 
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For the albedo? It should. I guess I need to look at it again in Max. For which sim is this for again?
P3D v5,1 is the target platform. I've tried Translucent and it does not work. In fact I can't even get a mouse "hand" to work even when the polygon(s) can be seen!

Suddenly all of the gauge faces aren't being rendered. They are totally black... <sigh>
 
What channels are you using within the metallic map?
Honestly, I have no idea. I didn't set up the PBR conversion Materials for this project. I just dealing with the aftermath... :yikes:
 
That could be the problem. If the gauges are fully black, could be caused by the metallic map (most likely the AO). If the AO is black, everything will look occluded.
 
Doug, what is perplexing is that until I made one minor adjustment to the albedo bitmap to increase the brightness of one gauge face, the darn thing was working perfectly! As soon as I re-saved the modified albedo bitmap, the gauge faces went totally black.

Even stranger, using RealLight I can adjust the panel/gauge lighting and the textures will show up perfectly! RealLight blends multiple NightLight textures and overlays them on the base albedo bitmap via $VC1_NL_n dynamic bitmap.

I can assign any other Material to these gauge faces and they will appear textured in the sim, albeit with the wrong textures. This eliminates the possibility of "poisoned polys." Reinforcing that test, a single planar object will fail to display the gauge faces when that P3DPBR Material is applied: totally black.

I've tried making a "copy" of one of the other Materials, renamed it and changed the textures to use the correct albedo, metallic, normal, and NL texture names: totally black! :banghead::banghead::banghead:

I've even tried loading the source file I was provided with the same failed result. I'm out of ideas at this point! :eek:
 
How was the original saved that worked? What does the source look like?
 
Source is a Targa image with white alpha.
DDS file saved via nVidea Photoshop plugin as DXT5 w/interpolated Alpha.

It's now a moot issue since I've been instructed to switch to the same model's MSFS project. Thanks for the helpful suggestions.
 
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