Skip to main content
First answer didn't work for OP, changed answer and image to one that works
Source Link
Christopher Bennett
  • 26.2k
  • 2
  • 26
  • 56

Your bump map is set up correctly. If you want to use a subsurface color, you need to give the subsurface a vale that is higher than 0 (although low values generally work best). If your .png image has built in alpha channel, you can do it all in one material. You can connect it like this:

AlphaSetup

The other method you have heard of involves connecting a Transparent BSDF and a separate BSDF (such as diffuse) through a mix shader, and connecting the the alpha channel as a mix factor. However, this is not necessary with a Principled BSDF, as it has a transparency channel built in that is controlled automatically by the alpha input.ShaderCombo

Your bump map is set up correctly. If you want to use a subsurface color, you need to give the subsurface a vale that is higher than 0 (although low values generally work best). If your .png image has built in alpha channel, you can do it all in one material. You can connect it like this:

AlphaSetup

The other method you have heard of involves connecting a Transparent BSDF and a separate BSDF (such as diffuse) through a mix shader, and connecting the the alpha channel as a mix factor. However, this is not necessary with a Principled BSDF, as it has a transparency channel built in that is controlled automatically by the alpha input.

Your bump map is set up correctly. If you want to use a subsurface color, you need to give the subsurface a vale that is higher than 0 (although low values generally work best). If your .png image has built in alpha channel, you can do it all in one material. You can connect it like this:

ShaderCombo

Changed answer and image to me more customized to OP's specific problem.
Source Link
Christopher Bennett
  • 26.2k
  • 2
  • 26
  • 56

Your bump map is set up correctly. If you want to use a subsurface color, you need to give the subsurface a vale that is higher than 0 (although low values generally work best). If your .png image has built in alpha channel, you can do it all in one material. You can connect it like this (make sure to change blend mode away from opaque):

AlphaSetupAlphaSetup

The other method you have heard of involves connecting a Transparent BSDF and a separate BSDF (such as diffuse) through a mix shader, and connecting the the alpha channel as a mix factor. However, this is not necessary with a Principled BSDF, as it has a transparency channel built in that is controlled automatically by the alpha input.

Your bump map is set up correctly. If you .png image has built in alpha channel, connect it like this (make sure to change blend mode away from opaque):

AlphaSetup

The other method you have heard of involves connecting a Transparent BSDF and a separate BSDF (such as diffuse) through a mix shader, and connecting the the alpha channel as a mix factor. However, this is not necessary with a Principled BSDF, as it has a transparency channel built in that is controlled automatically by the alpha input.

Your bump map is set up correctly. If you want to use a subsurface color, you need to give the subsurface a vale that is higher than 0 (although low values generally work best). If your .png image has built in alpha channel, you can do it all in one material. You can connect it like this:

AlphaSetup

The other method you have heard of involves connecting a Transparent BSDF and a separate BSDF (such as diffuse) through a mix shader, and connecting the the alpha channel as a mix factor. However, this is not necessary with a Principled BSDF, as it has a transparency channel built in that is controlled automatically by the alpha input.

Source Link
Christopher Bennett
  • 26.2k
  • 2
  • 26
  • 56

Your bump map is set up correctly. If you .png image has built in alpha channel, connect it like this (make sure to change blend mode away from opaque):

AlphaSetup

The other method you have heard of involves connecting a Transparent BSDF and a separate BSDF (such as diffuse) through a mix shader, and connecting the the alpha channel as a mix factor. However, this is not necessary with a Principled BSDF, as it has a transparency channel built in that is controlled automatically by the alpha input.