A few ways for proper looking (No Flickering) alpha channels behind transparent materials, single and double-layered decalable windows with reflections.

Single layered decalable windows with reflections:

The only thing here is that the loading order can't run paintable tranparent materials with two kind of reflections(Specular and Diffuse) so you have to choise one of these. If you don't use specular you'll get the windows with reflections.

Result of sigle layered:

Single layered 3ds max scene/textures and settings

You can see that on highly tinted windows decals shows clearly and looks better.


Second way is for double layered decalable windows(That you can use specular and reflections) and it's shows a proper working alpha channels behind transparent material.

Here the parts have to be separated in different loading orders, no matter for what headlights,taillight,windows. So if it windows the tint have to be a datechable part from the wondow (external layer with specular and reflections and internal only paintable)

The same is for head/taillights, the glass should be separated part and here you can use specular and reflections on the inner alpha channel part.

*All tests are made with png textures*
1.   Posted by PXRZ   2013-04-10 20:45    

HavenĀ“t you got the pictures in the wrong order to the text for how much the windows are tinted?

2.   Posted by Mario   2013-04-11 11:21    

Nope, the percent means how much lighting passes through the window.

low percent - highly tinted

3.   Posted by dannuts96   2013-11-22 21:33    

Can u do a youtube tut , cause im Romanian and i cant understand the english so good , srry for my english .

Thx if u do that .

4.   Posted by adnan54   2015-10-14 18:57    

I can't understand the second way, can someone explain me better?

5.   Posted by tyretear   2016-09-12 16:12    

photo links are broken...

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