Mental Ray Alpha Map get Bitchy: notes!

The only other thing that comes to mind is on the Quality tab, at the bottom under Framebuffer, make sure your Data Type is a type of 'RGBA'. If it is just 'RGB', you won't get the alpha channel.(choose 16bit!!!) and also, check "Alpha is luminance"....stupid feature. found some basic along the way, good to have Maya (and mental ray) both regard Black = 0, White = 1. When applied to a “Transparency” attribute, 0 = no transparency (opaque) and 1 = full transparency. I would make three separate files in Photoshop - one with the picture of the leaf, one with the leaf filled in completely with black and the background completely white, and the third would be a grayscale image of the leaf against a black background. In Maya, create a file texture node; import the picture of the leaf as the image, and connect it to the color attribute of your shader (I was using a blinn). In the hypershade, select the file texture node, select “Edit - Duplicate ...