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Is there a way for render to texture to respect the alpha channel of a texture card. Like for tree leaves, Ivy, etc. I have followed Ben Clowards tutorial on setting up a scene where you can render a normal map from within your scene using a basic camera or orthographic view and the default scanline renderer http://www.bencloward.com/tutorials_normal_maps11.shtml. I would prefer not to use this method because If you move the camera at all you’re render passes don’t coincide, and also you have to manually crop your texture in photoshop. So render to texture can it respect alpha?
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