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At first I thought it has something to do with the blend mode of the material (settings panel: Opaque, Alpha Clip, Alpha Hashed, Alpha Blend). But, that seems not to be the matter. The reason of this artifact lies probably within the AlphaOver blend mode in the VSE. You can find a very nice explanation with CGCoockie (Working with Alpha Edges for Compositing ...


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I've found my problem and solved it, at least for my specific graphics card (AMD radeon hd 7950) I had updated my drivers for the latest version (Adrenalin 2020 Edition 20.11.2, which is optional) for some reason Blender has some problems with that version, so I decided to downgrade my version to Adrenalin 2020 Edition 20.9.1 which solved every problem. Now ...


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This can also be: Base color to jpg when no alpha. Metallic when alpha (with a color ramp to tune it). Roughness differently handled depending on alpha.


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Another way you can do this is to combine the label text and the gold foil using a mix shader, and the alpha value of the foil image as a mix factor. I took the b&w value from the foil and used it as a metallic factor as well. You can increase the "metalness" by dragging the slider on the right side.


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Here is how you can organize your nodes. Actually you want your orange surface to be a mix between orange and metallic I suppose, therefore I've mixed a Diffuse with a Glossy node, then I've used the alpha to mix between this orange material with the background of the label.


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@lemon answered perfectly it was the alpha value.


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If it only disappears in Edit Mode, you might have accidentally hit H to hide the selection while the complete mesh was selected. Go to Edit Mode and press Alt+H to unhide everything.


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It toggles annotations in the viewport and only shows models and not vertices in edit mode.


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So to get alpha working on a texture, click in the material on "Use Nodes" and change the color to use an image: Also make sure to set the Settings/Blend mode of your material to Alpha Blend: Then, open the Shader Editor to edit the nodes, and make sure that the alpha is set to Premultiplied in the settings (press N) of your texture. Then, create ...


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You can animate the object color (from its properties panel). I've pluged it in the color in the example below, but of course, you can use it for alpha too. That provides three channels (RGB) useable in the shader node tree that can be keyframed in RGB color mode (as indicated by @Gorgious).


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The issue was fixed when I combined all feather meshes into one mesh.


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In Blender 2.9 you would would find the Transparency settings here:


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I suppose that when you add your image sequence to the video sequencer (VSE), you see a checkerboard background for the transparent regions? If so, you can render this out as a video file with the transparency conserved by choosing the correct codec (see also the comment of duplicate post). Which codec. The key is to pay attention to the color attribute of ...


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This might be a bug. In the latest build this doesn't happen anymore.


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Increase your transparency bounces in Render Settings. I think you don't have enough bounces to make it through the object all the way .


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there has been a recent change in blender, that lets you use a custom object property inside a material node tree. Here you have a tutorial to set it up. https://youtu.be/WWwS-0AHotY I faced the same problem several years ago, and the solution at that time was using node groups, but it was quite time consuming.


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my node set up for transparency in cycles. hope this helps


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Your model is receiving purple colour from the world material settings. There are two ways of dealing with this. Compositor Method - If you simply want to add a background behind your render, you could change the world colour to white or anything else, and in the Compositor, plug in the render result into the bottom input of an Alpha Over node, and simply ...


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To achieve the effect you are going for, there are 2 ways to do this, depending on what rendering engine you are using. I will show you both ways to do it. Using cycles: to get translucency in certain parts of your mesh, all you simply need to do, is turn up your subsurface value in the shader editor. (see picture below) after this, the light will shine ...


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