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Tools Materials: 3DMAX software, PC.
1.Once the 3DMAX software is open, click the Render button and open the Environment panel.
2.Once the Environment panel is open, add the background we want to the environment map and uncheck the option to use the map.
3.Open the viewport background in the view window.
4.Just cancel the display of the background in the Viewport Background panel.
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Yes, the specific steps are as follows:
1. Directly in 3D Max through the shortcut key.
m Open the texturer and click on standard in the position shown to enter the wide space.
2. At this time, you need to find vraymtl and choose to jump cautiously. Zen years.
3. Next, go ahead and click on the Refraction button there.
4. If there is no problem, choose a transparent background color according to the actual situation.
5. After the above operations are completed, make sure to assign the material to the object.
6. In this way, relevant results will be obtained, and the goal can be achieved.
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Yes, the specific steps are as follows:
1. Open the texturer directly in 3D Max with the shortcut key M, and click Standard in the position shown in the figure to enter.
2. At this time, you need to find vraymtl and select Jump.
3. Next, go ahead and click on the Refraction button there.
4. If there is no problem, choose a transparent background color according to the actual situation.
5. After the above operations are completed, make sure to assign the material to the object.
6. In this way, relevant results will be obtained, and the goal can be achieved.
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OK! When rendering, select ** format in the saved page, png format can be, tiff is OK (this is layered, you can open it with ps), tga is also OK (this can output a lot of transparent background images when doing 3D animation, which is easy to use ** software post-processing and synthesis), far away, haha, png on the line!
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In the toolbar, there is a "Quick Render" button (as shown below), click to save the png format you want. You can try!
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This is possible. Once you've rendered the image, click the Save button in the upper left corner and select the png format from the Save Type drop-down in the file.
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1. In the view, the method of switching between the entity and the wireframe: press the function key "F3". 2. The method is transparent in the view, but is solid when rendered:
Select the object, right-click and select "Properties" to open the "Object Properties" dialog box, and there is a "transparent" selection in the middle left position.
item, check it.
3. Transparent display in the view, and it is also a transparent display method when rendering:
Select the object, right-click and select "Properties" to open the "Object Properties" dialog box, there is a "Potato Visibility" in the middle right position, when the value is "1", it will be visible in the book to the early view and rendering, when the value is "0".
, not visible, when "".
, translucent.
4. Use the method of assigning materials. Adjust a transparent material and assign it to the object.
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The answer downstairs is that you're, you don't know anything, you know how to. It's good to be stuffy.
2.Then enlarge the front view window,Teach you magical skills,Quick to carry the imitation key alt+b (note that it is in the state of English input method),The interface after opening is Zhe Drop。
3.Find "Remove" and click on it, then click on it to confirm.
4.Eventually, the background was successfully removed.
5.Finally, don't like it yet.
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Simple and easy to understand version:
First prepare: Figure 1 (hide the place you want to be transparent) Figure 2 (save the material in the area of the Tan Dan block in P white) in JPEG format, 3DMAX (I use the 2016 version).
Step 2 <>: Scroll down to the bottom of the list to find "Texture", then find "Opacity" and put Figure 2 in it, and the shader will become a transparent pattern map.
<> finally: remember to select the object you want to paste first, and then click "Assign Material to Object", and "Show Shading Material in Viewport", so that the material is done.
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<> set up a blend material for the model.
The mask map uses the word "wu" in black, and the other colors are white maps.
Material 1 shows the black part of the mask, which is the word "Wu".
Material 2 shows the white part of the mask, and the material is set to full transparency --- a grayscale value of 255.
The rendering is as shown in the picture above, only the martial character is visible, and the other white parts are fully transparent, showing the black color of the background.
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When you save it, you can choose the png that can be in a transparent format...
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Select TIF or TGA format when rendering and saving. Tick the ahple channel option. Use the channel to remove the background in PS.
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Copies the diffuse map to the transparent map location.
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Select all objects that do not need to be rendered, and change the point properties to be invisible to the camera. After the camera view is rendered, it is a black background image, which is stored in png format, and the alpha channel is retained, and after it is saved, it is a transparent png image.
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Click for details: Take a screenshot and take a look.
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Try the 8-key to adjust the color you want.
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More
You bake the texture Click on uvmap only and a modifier will be added, the same as the unfolding uv, load the uv file you saved again, resize it, and you're good to go.
Rounded corners can be set using the Mesh Smoothing modifier and the Material to Shader.
There are two situations in which the file cannot be opened >>>More
If you want to learn systematically, you can consider signing up for a live online class, and recommend CGWANG's online class. The teacher speaks carefully, you can watch it back after the class, and there are also the same type of recorded classes that you can learn for free (give away lifelong VIP). >>>More