Reframing the idea behind “Alpha” as occlusion should make the idea clearer, where “Transmission” is a degree of filtration. The 0.0-1.0 range in alpha represents the degree of occlusion from 0% to 100% in a properly encoded image, while the RGB represents the quantity of emission. Something can be completely unoccluding (0.0 alpha, 0%) and emitting (nonzero ...


Since 2.9 you can enable Adaptive Sampling. Transparent areas (or pure HDRI) are then rendered with 1 sample only.


I guess the proper way to do this would be via compositing, but in Cycles, the Light Path node can take you some way.. it's a bit of a fudge, and may depend on your scene: The torus in the little shot below uses this tree: 'Is Transmission' ensures that the torus material will emit whenever seen through another transmissive material, and is 'OR'ed by the ...


I'm no node wizard, so I'd recommend the Displacement node. Then you can use UV maps for better control. Add a Subdivision modifier set to Simple (4+ levels) Use your hexagon texture to drive the Displacement node Enable true Displacement in material properties You can also drive the thickness using a BW texture


While with regular viewport rendering alone it is hard to find a use case, while using probes it can have a visible effect. If you use an Irradiance Volume probe and bake baking indirect lighting, you use it to change object color for direct visibility, while indirect light sees it differently. In the example below the sphere color is is red, but through the ...


Don't use the Add shader. Use the Mix Shader with the alpha channel as a mask.


In your current setup, you plug an Image Texture into the Base Color socket and into the Alpha socket of the Principled BSDF, but it doesn't allow you to display anything in the alpha zone. To fix this, you can for example plug your Image Texture into a MixRGB, plug the Alpha output into the factor of the MixRGB, and choose the color you want for your ...


You've plugged some image textures into the alpha socket of your Principled BSDF nodes, in Eevee it doesn't create transparency by default as long as you haven't enabled Alpha Blend, but in Cycles it automatically creates transparency. What is your goal with this setup? Alpha is useful for example if you want to use the alpha chanel of a picture in order to ...


With image packaged into blend it works for me as expected. The issue appears when TIFF is unpacked and used linked from directory. Troy_s probably will be able to explain the issue, I don't have a knowledge in this area. I can just say how to avoid the issue here. your TIFF doesn't use Transparency but channel "Alpha" (that is also why option &...


This was my own error. The Collisions shape for the letter was correct as well as the shape for the falling particle. HOWEVER, I neglected to sett he shape for the backdrop, and the object was interacting with its "convex hull" shape before it got to the letter. Now it works beautifully

Only top voted, non community-wiki answers of a minimum length are eligible