In last week's Quick Tip, I showed how to use decal mapping to add labels and logos
onto your product packaging renders. If you followed along and looked closely at
your final result, you might have noticed a thin, white line surrounding your decal
map, and this line is actually anti-aliasing. Even when we save the decal
map on a transparent background, it's being pre-multiplied on a background color
which is usually white, and when we put the decal on a different colored
background, you can see just a thin amount of that
white that's being caused by the anti-aliasing.
This effect will be much more visible when you use a lower resolution decal map.
As you increase the resolution of your decal map, it's less noticeable,
to the point where, with this map, you might have trouble seeing it with the
video compression. But if I turn on the AB mode, you might be able to see it a little
bit clearer, with the white line appearing on the top and the fixed version on the
bottom, and the good news is, is that this is actually pretty easy to fix,
and that's going to be the subject of today's Quick Tip.
So, what you need to do is go into the decal map material and on the color
channel, you'll have your PSD, and this technique only works when you've saved
your label in a layered format, like TIFF or PSD. Click on the big button that shows
the filename, and that will go into a detail pane, and on the Shader tab,
we want to go ahead and click the Select button next to the Layerset.
This is one of the really cool functions of Cinema 4D which actually allows you to
select individual layers from a layered image file that you want to use in each
individual texture. So, you can actually eliminate whole pieces of your artwork
this way, but what I want to do is simply select all of the layers and hit OK.
Now it's just going to be using the layer content,
and it's not actually going to evaluate the pre-multiplied background.
Now, one other thing that's always a good idea to do when you're working with
detailed artwork like this is to switch from the default MIP sampling into a SAT
or Alias sampling. So, I'm going to go ahead and use SAT here,
and you probably want to go into the Alpha channel and change to the SAT mapping
here, as well, but you don't actually need to do any of the layer restrictions here
unless you're actually eliminating pieces of the artwork.
So now, when I render this out, you're going to see that we've eliminated that
white line around the decal in order to get a perfectly clean image.
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