I'm making some glass-like elements in Max to be imported into AfterEffects. The material I created is a blinn shader with a reflection map (raytrace material) and a refraction map (also raytracing material). I am getting a beautiful result, but the alpha channel that is output with the image is a pure black and white alpha, rather than a grayscale alpha that would normaly get with a transparent material. In other words, the alpha channel is acting as if my object is opaque rather than transparent. If I place an object behind my shape and render, I can see through my object as if it is transparent.
If I don't use a raytracing refraction map and just use the material's native transparency, no problem but I don't get the beautifuly raytraced refractions that I want. As soon as I add the raytracing refraction map, I get the beautiful image but no grayscale alpha.
My guess is that I need to add an opacity or transparency map somewhere.