Detect Texture – Automatically detects the opacity texture from the assigned material. The opacity texture should be attached to either VRayMtl or VRayMtl inside VRayMtl2Sided material. Disable this option to manually specify a texture path on disk. Invert – the opacity texture, which results in an inverse cutout image. Texture – Specifies a texture path on disk when Detect Texture is disabled. UV Set – The UV set is detected by default, so this field can be left empty. If a mesh has multiple UVs and the one used for the opacity map is not the default, specify the correct UV set name here. Converting multiple meshes at once works when all meshes have the same UV set name. Processing meshes with different UV set names requires converting them one by one. |
Cutout – Specifies how precisely to cut the gray areas of the opacity map. A value of 0.1 cuts out the darker gray areas, while a value of 0.8 allows lighter gray shades to remain uncut. Using the maximum value for the Cutout parameter may result in a mesh with no faces. The tool attempts to prevent this by stopping the conversion and printing a message in the script editor. |
Quality Preset – Controls the subdivision of the cutout mesh. The higher the quality, the more triangles the mesh is subdivided into. See the Quality Preset example below for more information. You can choose from the following presets: Low Medium Medium-High High Create Cutout – Creates a cutout in the geometry according to the opacity map. Detach Opacity Texture – Detaches the opacity texture from the assigned material and brings the opacity value to its default. |