New answers tagged

2

Sure it is possible. You just need to enable the right blend modes. Image plane - set blend mode to Alpha Hash or Alpha Clip Glass - Set blend mode to Alpha Blend, and check Screen space reflections Render tab - enable Screen Space Reflections > Refraction


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I checked your blend file. Try out this node set up, it seems to work both in Eevee and Cycles for me. Also I think you could use option 'Disable in Renders' for other objects in the same position if you want them out of your render image.


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Welcome to Blender Stack Exchange! The most common way to set this up is to have 2 shaders, one for the wall, and one for the paint. Then, add a mix shader with both the wall and paint shaders connected. Then, use the alpha output of your image as the factor. It would look like this:


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you can turn on x ray mode by if you have pie menus addon installed, you can also choose toggle x ray after pressing z


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Welcome to Blender Stack Exchange! In Blender 2.8 and on, there is an option to enable translucency in a scene, called X-Ray. It can be found in the shading options in the viewport. Once that is enabled, everything in the scene goes translucent. Images may also go translucent depending on how you imported them. If you import your reference by going Shift+A,...


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I think you want to use a PNG file with a transparent background to start with, this can be done in most photo editing software's like Photoshop or the free GIMP program.


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OK a few mn to spare to take a crack at it: The basic concept is to render the smile on a separate layer and overlay it over the bloom effect using Compositing. In this example, I used a curve instead of a texture for the smile. A texture could still be used as long as it is rendered with some transparency around the smile. Remove the smile texture from ...


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When I tried to avoid "white border" around my object because of Mist and the node Alpha Over, I tried to thinness the Alpha layer with Dilate/Erode node, and surprise, it works! With threshold set to $-1$ you get a perfect crop between your background and your object misted.


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in the end, i got it to show by turning the blend mode in the materials settings to alpha blend, then i could see the color black as i painting on the model.


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You can use the Principled Volume shader. It packs all volumetric shaders into one. You can of course combine it with surface shaders (glass, principled) for more complex materials. Larger volumes obscure objects more. Use the density slider to adjust the strength. And crank up the samples in Volumetrics.


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Cycles still works the same. But in Eevee, you need to enable transparency per material. Set Blend Mode to Alpha Blend in the material settings.


2

Your nodes are correct, but how can you see through the "walking/thing" layer if your walking/thing render is fully opaque? You need a transparent background for that. If what's behind your objects is only the world environment, then the simplest way to get transparency is to head over your render tab, Film panel and check the Transparent option:


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You forgot to make the world background as transparent. To do so, go to Render Properties > Film > check Transparent.


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Your nodes are wrong (you're using Transparent Shader instead of Translucent). Here, from the tutorial you are referring to:


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I always use ** Import Image As Planes**. The image comes with the proper nodes. I'm using the 2.79 version but I think the nodes should be similar.


3

in the material properties, choose the transparency's behavior : "opaque" means no transparency, that's why you don't have any changes in your viewport even if the shader you have configured is ok. The "display settings" of the material is in the material panel, while the material itself is in the node editor. There are 3 alpha modes : "clip" is a ...


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To see faces which face the wrong way inside Blender go to the Shading top in the top right corner of the vieport and enable Backface Culling: This is what it looks like: Now select the faces which are facing the wrong way, press Alt N and choose either recalculate Outside or recalculate Inside depending on what you need:


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Set the viewport display to "Object" and then tweak the color alpha in the viewport display color property :


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If you add material, it's a principled shader. Just turn down the alpha And also 'Alpha blend' from the settings of that material: And you may need to be in Material Preview or Display Render mode:


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Turned out it was a problem related to the pc I’m using, as I’ve tried the same images on two other machines (another Windows and a Mac) and Blender worked fine showing all references correctly.


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