There’s some STRANGE effect I’ve got with an alpha-channeled transparent texture reflected in water:
I’ve done so much head-scratching that I’m afraid I’m gonna be bald soon :RocknRoll:
The, ummmmh, tree looks proper here. Unlike its reflection. However it has non-solid alpha-texture (i.e. it’s not solidly white/black - parts of it are gray in order to provide some translucency for the leaves.
Water seems to amplify its specularity values madly, though [Spec] for the leaves textures is set to 0.
Having Alpha and Spec inverted (yellowed) in MapTo with DVar set to 1 and A set to 0 (in “Materials”) I receive similar thing with leaves texture (bright yellow and green dots), but it doesn’t seem to affect the reflection.
Any suggestion where’s the problem?
Some people say I can experience troubles with my video chip (a laptop GeForce 7400), which is quite doubtful, and others suggest that’s I should question my destination values or check out alpha channel in order to make it solid, with no shades of grey, etc.