So I've been racking my brain with this problem for half a year now. I've wanted to be able to make texture painted hair cards that I apply to flat meshes but then build up more complex clumps that I can bake out to get moss or do shells and fins techniques.
I finally cracked it playing around in Blender today. At least as long as I'm baking it to a flat ...
As mp4 doesn't support alpha channel, the file you have is a black and white movie that brings the alpha information.
White means matte, while black means transparent.
In Blender compositor (or any other) you can plug it into a color mix node, where black will bring the top input image, white the bottom input.
In VSE you can add a mask modifier to the video ...
Based on the image in your question, it doesn’t look like what’s causing the issue is refraction, but reflection. It’s hard to tell exactly why you’re getting so much reflection without more information about your specific materials and scene, but there are a few possibilities:
The normals on your glass pane could be pointing the wrong direction. Try ...
You just need 1 material.
In the shader editor use this node setup and you get what you want:
setup with two images:
important: the "upper" image must have pixels with alpha < 1 inside of the png (in my case here the "toppng")
Use denoise node in compositing instead of the one you are using. It is better for viewports only.
To use denoise node,go into the compositing tab and SHIFT+A to add denoise node. Now add color,normal and albedo in their respective channel.
To get better results,enable denoising data from the layer settings.
Disable the denoiser you are using and it will ...
First of all, you should prepare two images A and B such that A flipped horizontally has the same contour (the same alpha channel) as B. Otherwise, you will see that the character changes pose when flipping.
If you do that, then your problem will probably be solved: if you have a a very thin (0.001 m) cube with one big face depicting the front of an ...
Go to Render properties -> Film -> transaparent -> check this checkbox so you will get a transparent background.
Then you have to render your 2D animation again and put it together in the video sequencer.
Thank you for the solution. I experimented with your solution. It’s not the exact solution I was looking for, but it still gives an interesting result for certain things.
At the moment, the best solution for me is to use two planes layered closely and have each shader on each plane. The difference is still relatively small. There are certain things that ...
This custom node group created by the Images as Planes import tool is not necessary if you want to create a shadeless material that takes the image's alpha map into account.
First fo all, to make a texture shadeless you can just plug it directly into the Surface socket of the material output. It is shadeless then because there is no BSDF node telling the ...
It's a custom Group created by the add-on "Import-Export: Import Images as Planes". (IAP = Images As Planes)
Go to Edit > Preferences > Add-ons, search for "Images" and tick the checkbox to enable the "Import-Export: Import Images as Planes" add-on.
Now you can use the add-on through File > Import > Images as Planes ...
Ok, I found another solution for this transparency, It seems like it's some kind of bug or workflow that for me is totally not understandable.
I render it normally as a RGB and in the compositor I'm changing the black pixels to transparent one like this:
You have to delete the last mix shader node and one of the transparent shader node, and feed that input with the output of the other shader, so that when the top "layer" is transparent you'll see the bottom "layer", and when also the bottom layer is transparent you'll see the background checker.
Following your approach, you have to create 3 different materials, one white + pizza, one green + pizza, one red + pizza.
They share the same node tree except for the color of their mix RGB node.
Image nodes are the "photoshop layers", and the mix rgb lets you choose the blending options (add, multiply, screen, ....).
If you look at reference photos online, it does appear that glass casts a shadow of sorts. What happens is that some areas are darker and some are lighter due to refraction and reflection.
In blender, it looks like the default settings don't allow the full amount of light through, so I ran a series of tests. The scene is a simple drinking glass and a ...
This looks like Backface Culling, i.e. when you see the backside of a face it is invisible. This helps for example if you want to see if some face normals are pointing in the wrong direction.
To disable Backface Culling, choose the material in the Material Tab and go to Viewport Display > Settings > Backface Culling and disable it (that's Cycles, in ...
Are you using glass BSDF or transmission of the default principle ? Try to change the IOR value(if it is a glass node). See if that works.
And yes, also check if your model is perfect and a bit high poly. It is not needed but it is recommended.
...and yes, shame on me, big Blender community, i did not answer the question "why is the colorramp....", but hopefully it is useful for stillsleep and that's what he wanted to achieve.
If i understand you right, you want to
convert black to transparent
convert white to transparent
if yes, here is the node setup:
convert black to ...
I was dealing with the same issue in a very similar scenario, I bumped up the samples to 2500 and used NLM denoise.
I tried many other tricks and variations but to this date, couldn't find a better solution other than just using more samples.
If you are using Eevee as your render engine, in Render Properties you have to enable Screen Space Reflections
If you are using cycles it should work unless your dominos have bad geometry.
Select a domino
take it into edit mode
type SHIFT-N to recalculate normals.
If that doesn't work you've got other geometry problems.
Make sure that Render Properties -> Screen Space Reflections -> Refraction is on
In EEVEE Objects with refraction on in their shader can't be seen when they're behind other objects.
Here's the best "fake glass" EEVEE Shader I've found
In this shader disable Screen Space Refraction.
Set the blend mode to "Alpha Blend"
Try something like this for your "glass" shader. As Nathan mentioned, rasterized transparency will always be lacking compared to Raytracing, and though EEVEE really doesn't like transparency through transparency, this shader attempts to strike a happy medium. Try it and see for yourself. Pay attention to the Blend Modes on the right, including the ...
Add a plane (as "window") - give it this material:
Add a box with suzanne in it with this material:
switch to cycles
Video tutorial: https://youtu.be/Qgu4z5T-GV4