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I have a model I want the "base" material to be Blue, and I want to apply a material with an image texture to some selected faces only. The image I want to apply has transparency, and I'd like that transparency to show through to the other (base/blue) material. I've had no luck with mixing a transparency shader using the alpha channel as the factor. I'm doubting whether its possible this way. If it's not possible, how should I go about doing this instead? I wanted to use the material node, but that doesn't seem to be in blender any more. Thanks in advance :)

Whole scenario Eye mask with transparency showing as black My mask image: White mask with transparency

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In the material tab, go to Settings and change the Blend Mode from Opaque to Alpha Blend or other related Aplha options

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  • $\begingroup$ That makes the texture actually transparent, as opposed to blue like I'm looking for. You end up seeing inside his skull around those edges. The other blend mode settings have similar unwanted effects. $\endgroup$ – semproser19 Nov 30 '19 at 20:24
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The problem you are having here is that the separate material is acting as you want it to. It is making the faces that use the second material transparent and thereby looking through those faces. Those faces are not associated with the base/blue and therefore are not blue. If you want the transparent areas to be blue then I'd recommend one of the following:

  1. Make these selected faces a new object that sit on top of the face (duplicate, separate, move slightly). That way you have your entire head with only Skin, and the new object with only Eyes white mask.
  2. Instead of Transparent BSDF in your Mix Shader you make it the same material setup as your Skin.
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