You don't need the color as transparency,
and you don't need the last set of nodes.
Why would you have black transparency? It will make it opaque.
The mix with a transparent shader should be at the end of the node chain.
Or you can just use the alpha input on the principled shader, as noted on the other answer.
You can do this using the compositor.
Go to Render Properties > Film and check the box Transparent.
Then go to Render Properties and check the box Freestyle. (but don't have any linesets in Freestyle Line Set under View Layer Properties)
Put the plane with an image using alpha in a collection.
Put the object that will have freestyle lines in another ...
Try this node setup. There are 3 components, the COLOR, the NORMAL, and the ROUGHNESS MASK. I show the whole setup in the first picture, and closeups of the node arrangements in the second and third. The last image is the final product.
The Breakdown is as follows
For the normal and roughness, I started with a scaled up musgrave texture to get a good small ...
You need to Connect the matte output of the Crytomatte to the Alpha Over Node for it to work as shown in the image. It will get rid of the Asteroids.
Pls pack the textures if you are sending a blend file as the textures go missing as you can see the image.
As mentioned in the Comments If you set it up like in the Image you can use Cryptomatte. Also I ...
If you don't mind not being able to directly tweak the shader's alpha in the shader editor, you can set a driver between the viewport display alpha and the shader alpha. Note that you can also set it the other way around, drive the viewport alpha with the shader alpha.
obj = bpy.context.object
mat = obj.active_material
# Make sure the material ...
One possible reason could be that in the Cycles render settings the "Max Bounces" for "Transparency" are set too low. Since Eevee is not a raytracing engine it doesn't need those settings. The default settings however should be high enough. With two images Transparency bounces must be set to 0 to block out the underlying image.
Since I don't have access to your textures, I can't show you how to hook them all up, but I can at least show you the alpha.
Since it seems that your alpha masks come as textures themselves, as opposed to having an alpha component to the basecolor, you need to connect the alpha as a separate map, and use the color output (however the color space should be ...