Hey Maruto,
Those looks great.
Sorry I misunderstood.
I'd almost guarantee that in the case you have, it's because the mip-maps of the alpha channel are just becoming so feint, alongside the anamorphic filtering going on, that they're essentially being clipped out.
Also depending on the shader, alpha can be dealt with in many ways.
The best quality is true blending, so the alpha value is blended with the scene. Ie, 50% alpha would get a 50% transparency. But this is costly.
For best fps performance alpha is often tested in a binary fashion. 1 it's visible, 0 it's culled.
That point might be set at say 128 out of 255 on the black to white scale. So if the alpha is over 128 it's 100% visible. If the alpha is under 128 then it's invisible.
Now if you imagine your alpha map has 4px wide white bars, and then black around it, when it's mip mapped down the first level, it'll become 2px wide, but it might also get blended a bit with the black, so you might get 1px of white bar, and then 1px at each side of that white bar at 128.
Now at the next mip level down, that bar might become 128.
Now at the next mip level down, that bar might become 64, and is essentially invisible.
This is why the filtering of your mipmaps for alpha is really critical.
Also the initial resolution of the texture can actually work against you.
Ie, if you use 1024 x 1024 px texture for the railing section, but the size of that railing section on your screen at say 200m away is only about 50px wide on screen, then you'll be down at the 4th or 5th mip level.
Now go load up your DDS of the railing in Photoshop (or whatever tool you have) with the mip maps loaded in, and check the 4th or 5th level to see how they look.
Usually they'll be all mushy, and likely AC's rendering engine is just going to cull that all out as transparent.
However if you ran a 256 x 256 px texture instead, it might just be that because it's been mipped less times, that the detail is preseved better.
But really the best solution is to pick the best size depending on need (ie, how big does the grandstand railing section get at the closest viewing... and then also manage the mip maps yourself.
Since you have the 3D model of the railings, you can in practice render out the alpha map at a bunch of resolutions, from the full size, then at half the size, and then half the size again... and each time save that alpha and import it into the mip map of the DDS manually.
Sorry, it seems like a lof of faffing around, but I guarantee you that DDS mipmap alphas are 100% better managed manually, and not auto-generated. Anything auto-generated is just bad because it's biased... just as normal maps mipmaps that are auto-generated are bad... especially with the default settings!
No matter how much I tried settings in the Nvidia DDS plugin for Photoshop, I could never get it to work great right out of the box.
For what I was working with, I opened my DDS with the mips visible, then saved that to a PSD.
I setup rulers to snap to, so I could drop in the different mip resolutions easily.
This also let me save the alpha data without loss, because the DDS is quite lossy.
Then I could either drop in my own mip alpha renderings for different mips, then copy the whole mip sheet to the DDS and save.
Or I could select different mip levels and tweak gamma settings (not from the original source alpha, not the DDS with compression artefacts which can start to go mushy), and then copy the whole mip sheet back to the DDS and save.
Sorry if this is all comlex sounding.
I'll certainly try post up some info/screenshots if you get stuck.
What software are you using? Blender and Photoshop with Nvidia DDS plugin?
Cheers
Dave