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Odd Texture Alpha Behavior


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Hello all...

I am trying to model a simple parking lot, and perhaps I'm going about this the wrong way because I am having a real problem. It is basically a floor object with an asphalt texture. For the lines I have multiple plane objects that have a white texture that is cut by an alpha channel. The problem I am having is that while the alpha channel appears to be working in terms of where the white texture is applied, but the parts of the planes that do not have the white texture applied are not transparent but very dark, darker than the asphalt floor beneath. This should be visible in the still example I have provided. As I said, I am probably going about this ass-backwardly, so any suggestions are greatly appreciated. Simplified project file can be downloaded here, if anyone is feeling generous with their time. I am, pretty obviously, on the lower end of the C4D skill spectrum. https://www.dropbox.com/s/inaiytgfruyge40/C4DCafe.zip?dl=0

Thanks! 

C4Dsample.jpg

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Yep, that's a user-error one, and a mistake people often make when trying to use Ambient Occlusion. You have forgotten to tick the box in there called 'Evaluate transparency'.

 

CBR

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On 7/2/2020 at 6:03 PM, Cerbera said:

Yep, that's a user-error one, and a mistake people often make when trying to use Ambient Occlusion. You have forgotten to tick the box in there called 'Evaluate transparency'.

 

CBR

Seems like most of my errors originate somewhere between the chair and the keyboard. Very helpful, thanks for this!

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