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I want to get textures from Farming Simulator game for crops in Blender. As you can see in the image below, I have planes that I need to apply these textures to. I have currently applied them in Principled BSDF. Below is the node image.

enter image description here

This is how it appears after I apply the material to the planes.

enter image description here

This is with Cycles renderer. You can see those fuzzy borders around, I need to remove them. There is a 'fmask' texture , I guess it is a glossy map that we can use as mask and get sharp edges, but I am not sure how to do it or even if this is a correct way.

enter image description here

I basically want it to appear like the one in image below:

enter image description here

Could you please help me in setting up the materials to achieve this. Thanks in advance!

Here is the .blend file.

Fuzziness

enter image description here

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Plug the Alpha output of the Image Texture node that has the image called barleyStage04_alpha.dds into the Alpha input of the Principled BSDF. The b&w image called barleyStage04_alpha.dds seems to be made to determine where the transparency must be. You'll see the transparency right away in the Rendered preview mode of Cycles, but if you switch to Material preview mode, or if you use Eevee, you need to choose Blend Mode > Alpha Blend:

enter image description here

You can control the fuzziness if you put a Converter > ColorRamp between the Image Texture and the Principled BSDF and play with the node needles:

enter image description here

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  • $\begingroup$ How can I attach the blend file here? $\endgroup$ Apr 22 at 8:46
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    $\begingroup$ Use blend-exchange.com or another platform like workupload, make sure that you have packed the image (File > External Data > Pack Resources) $\endgroup$
    – moonboots
    Apr 22 at 8:47
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    $\begingroup$ OK I've edited my answer, I hope it's more clear $\endgroup$
    – moonboots
    Apr 22 at 9:44
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    $\begingroup$ @UnrealPanda With the here suggested Blend Mode > Alpha Blend the fuzziness will not go away (at least not without manipulating the alpha map in the shader). Looks like the material is created to be used with Alpha Clip - this way you will get a sharp border depending on the Clip Threshold value. The default is 0.5, meaning each value below is transparent and above it the material is opaque. The default value seems to give a good result, but you can change it to see what you like better. $\endgroup$ Apr 22 at 10:27
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    $\begingroup$ You can control it if you put a Converter > ColorRamp between the Image Texture and the Principled BSDF, play with node needle until you're satisfied, see my edit $\endgroup$
    – moonboots
    Apr 22 at 10:33

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