I'm struggling with something, as I am following a tutorial on youtube.
Lightning Boy Studio made a wonderful video on how to imitate Arcane's style in blender using camera projection and several UV mapping. Here is the video: https://www.youtube.com/watch?v=gG7ZoP3fd1w&t=879s
( Timing from 4:50 to 15:00 ).
I believe I really have followed the instructions to the letters yet, Lightning boy studio's results are different. So I am clearly missing something, and I'd appreciate any help. Here is a link to my project : https://we.tl/t-imUCu1TiIf
I have made the two projected textures look very different, with each face marked with a number to diagnose more easily where the issue lies. The front projected texture is a bright red with a number on each face ( from 1 to 3 ). The back facing projection is bright blue with the faces numbered from 1 to 2. Here is the very simple shading setup.
2 textures, mixed together with an RGB mix node. A UV map node on the second texture set to another UV projection, using the alpha on the second texture to limit how much of the 2nd projection we see.
Here is the unfortunate result :
So clearly the limitation of the alpha channel isn't working. I thought the issue lied with my texture lacking an alpha. But I tried a PNG image with pure b&w instead of using the alpha channel, and still the masking didn't take place. So the issue is somewhere else.
I have made an extra effort to make sure I had 2 different sets of UV mapping, that are very different.
I named them "front" and "back" for more clarity. The camera the view they are projected from bare the same name.
The only difference I saw between my project and the tutorial I follow was the blender version. I use 3.1.2 while the tutorial uses 3.0. So installed the older version, and still the same issue persists.
I'm out of ideas, if you guys have any thoughts to share I'd really appreciate it. Thanks for reading.
repeat
toclip
because if the texture is repeating there won't be any alpha, but when it is set toclip
everything outside the image is transparent. And if there is no transparency your mixRGB node will only pass on the bottom image texture. $\endgroup$