Ok I'm worrking on basically putting decals on top of a basic blinn shader with some noise put in the ambient color field to give it some variation. The decal is a tif file with an alpha channel layred on top of the base. The wierd thing is that even though it has a fully white and black alpha it still doesn't go transparent all the way. You can still se some of the white BG on the lettering that i'm trying to get rid of useing that alpha channel. So my question is how do i make that white bar go away completly instead of just somewhat transparent. the lettering is opaque but the BG is not fully transparent. Help is greatly appreciated.
Not quite sure if this will solve your problem or not but I helped someone awhile back get a decal w/transparent bkgnd onto a coffee mug and posted a step-by-step in this thread:
Hey, Thanks for the link and i followed the step by step exactly, but it's still giving me that semi transparent white bar. I'm not sure what i can to to fix it. Any ideas?
In you original decal image, the letters/numbers should be totally white and the background completely black. That's the only thing I can think of offhand.
I found a tutorial online also about layered textures instead of layered shaders and It's given me a little more promise but still there's a discoloration between where the image projection stops and the normal texture begins. I've attached the basic file and the image i've been using so you can see how my shading network is set up. If you can figure anything out it would be wonderful.