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You can try using a larger cube or a sphere and lessening the density so that it fades off more slowly. But the reason it's rendering so slowly is that volumetrics are hard to compute. What might be better for you is to render it without the volumetrics and instead use the "Glare" node in the compositor (Note, you need to use the "Mix -> ...


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From what I've found Godot uses the alpha value of the albedo color as transparency. A blender material with transparency enabled and the alpha value changed looks right in Blender, but doesn't work in Godot: As you see, it correctly turned on the "Transparent" flag, but still has no alpha. You have to change the alpha value of the albedo color in ...


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You can do it like this - Use this node setup for transparent glass in EEVEE. Pay attention to the blend modes on the right.


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I'm not having this issue. Use the Backfacing output of a Geometry node to drive the Fac input of a mix shader. The top Shader input is what will show up on the front face and the bottom Shader input is what will be on the back face. Also, I enabled Alpha Clipping on the front face material in the material Settings panel. Backface culling is also turned off ...


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I just request access to your file, but I think the issue is from material setting you should switch the Blend Mode to Alpha Clip


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I have tested many different combinations. The best way to achieve it is to use post compositing. With cycle follow the node setup with red arrows. I also tried EEVEE, there is a BloomCol pass that you can check, but this pass does not have tranparency, so using this or doing an alphaover node would kill your transparency. It does look fancier out of box. ...


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In EEVEE, I find that glass shaders don't work so well, so I leave them for cycles. For EEVEE, I use this arrangement to get realistic glass - pay attention to the blend modes I have highlighted on the right. If you absolutely must use a glass shader, go with the arrangement I placed above, but generally I find the one I have highlighted (framed) works best. ...


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Go to the compositor and add in a glare node between the render output image and the composite node. Then for the type, choose "Fog Glow". Adjust the settings to your liking.


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You're not going to find a "tutorial" for this. You are up for a very challenging task. You need to account for a lot of things, like transparency, refraction, diffraction reflection, caustics in the water, plus the reflections and shadows on the shiny floor and the shoes. Reflections and transparency have to come from somewhere ,so you will have ...


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You are using an Alpha Over node and mixing something over the image messing up the alpha as well. Just plug the correct alpha you want to the output to fix this: If you need glow, you should add it instead of mixing it. Using alpha will not give you the correct results in other application if you need glow. Glow is made of light and it should be added to ...


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I exaggerated the problem due to lack to knowledge to application. I just needed to add BG's which can be reduced in transparency. I was given simple solution of add Image as refrence. It is easy transparency with no grey etc issue. Importing image as plane creates material complications which for SB work are unnecessary. Thanks for taking the time out to ...


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Check your materials and see if there's any alpha values applied on the objects. It does look like it comes from the materials


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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.


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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.


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Do this and it should work and instead of doing it manually you can just enable the images as planes add-on and you automatically get this.


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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. import bpy obj = bpy.context.object mat = obj.active_material # Make sure the material ...


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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 ...


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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 ...


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In the Properties window, go to the Material Properties tab. Scroll down to Settings and change the Blend Mode form Opaque to Alpha Blend (or possibly Alphas Clip or Alpha Hashed, depending on your preference). It is the same for EEVEE and Cycles. However, take care not to confuse the aforementioned Settings with the Settings under Viewport Display that are ...


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Below is an image of how I connected the maps for just the hair. I'm sure you figured out by now (It took me a minute) that the suffix letter to the map name refers to what kind of map it is (Ex: M = Metallic, N = Normal, C = Color, and A = Alpha). What threw me for a second is that unlike common setups which have the alpha as a built-in component of the ...


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Plug your "jpeg" image to the alpha socket of the composite node in the compositor,Blender will covert the black values to transparent.


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You can connect it like this: NOTE - your image has good black and white cutoffs, so you probably don't need the ColorRamp for the alpha, but in case there's more gradient, that's how you solve it. Also, pay attention to the blend modes I've highlighted. You can pick anything to your liking, just not opaque.


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What are you trying to do with the fbx export? You will need an alpha map texture to tell whatever is reading this what the alpha is. Chances are its going to just be a grayscale image at .3 , you could make an alpha map and then modify once its in the 3d package/ blender. https://en.wikipedia.org/wiki/Alpha_mapping


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I found the soultion, it was to add a greater-then node to the image-alpha>mix-factor connection.


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I ended up using the Z Combine node rather than the Alpha Over Node and it works great! I guess the alpha over node just ignores cryptomatte alpha data?


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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. EDIT As mentioned in the Comments If you set it up like in the Image you can use Cryptomatte. Also I ...


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