I would like to have a transparent material like:

enter image description here

What I have so far is

enter image description here

How could I get rid of the Texture Coordinate and Mapping Nodes? (I just did this because I don't know better)


You have to keep them. UV Mapping is the default texture coordinate for image textures in Cycles, but the generated textures use generated coordinates by default:

Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected. (http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures, Wave Texture)

You could simplify the setup if you pressed CtrlG to make the two nodes a group (a group looks like a single node). You can edit a group by pressing Tab.

| improve this answer | |
  • $\begingroup$ One texture works fine, I only need the mapping to rotate the other texture. I was hoping that there is another node for rotation. $\endgroup$ – stacker Aug 3 '13 at 12:36
  • $\begingroup$ You could rotate your UVMap, but other than that, no there is no other rotate node. $\endgroup$ – CharlesL Aug 3 '13 at 13:07
  • $\begingroup$ @CharlesL You might be interested to know that PGmath has devised a custom rotation node. (Actually one node setup for each axis, but you can combine them.) See the answer here. $\endgroup$ – Mentalist Feb 16 '16 at 19:06

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