LIE transparent - Solved

Dax AvalangeDax Avalange Posts: 340

When you use LIE to put tattoos on layers, have you ever expereienced that during rendering the tattoo is semi-transparent, or subtracted color? Here, to me this happens. Let me explain; I select my texture from he surface list ethen I open LIE, I add a new layer and select the tattoo. I press accept button then I see the texture on viewport. And so far, ok. When the rendering, I see a semi-transparent tattoo or a color like a Photoshop "subtract layer" (half pink, half green like). I state that, in this my character I'm going to put a tattoo on the face.

Thank you for the solution (I hope).

 

 

"Max-S Comic Book Artist - Lara Croft Land Of Avalon" 

Post edited by Dax Avalange on

Comments

  • Is the tattoo in PNG format with an alpha channel?

  • It's transparent PNG, I made it in PSCC. But there's not a separate Alpha channel if this you mean.

  • The PNG transparency is controlled by an alpha channel in the file. Try removing the transparency and isntead use a mask layer in LIE - I think that should resolve your issue.

  • Oh great Richard! So, in PS I will do the tattoo and save without transparency, then in LIE I add a mask layer, correct? I let you know! ;)

  • Hey Richard, your solution is good but maybe I forgot something. I mean, I load the png tattoo with a white background, then a mask in LIE, I also used multiplicative blend in the blend mode parameters but in rendering always the semi-transparency. I show you the rendering and parameters I used.

    Tattoo.JPG
    491 x 582 - 66K
    LIE parameters.JPG
    1024 x 758 - 100K
  • jestmartjestmart Posts: 4,449

    Is there a make-up in the Diffuse Overlay channel?

  • Dax AvalangeDax Avalange Posts: 340
    edited February 2018

    ?!?!? Sure, the "trytopressbuttonsrandomlyandsoonorlaterwillfindtherightone" theory, correct? Original solution I'd say... (inncredible...)

    Anyway I found soulution (by myself with a little help from Richard, as usual)

     

    Thanks anyone

    Post edited by Dax Avalange on
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