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To make it easy i wouldn't render it as Halo but as icosphere. Then just give the icosphere a white color and shade it smooth and change the scale and it will look like halo. Then you can give your transparent material a node setup like this: and you get this: you can checkout the blend file here:


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Create a Shader > Mix Shader and mix your current node with a Transparent node, play with the Mix Shader factor to give your material more or less transparency. That said I'm not sure about your Principled BSDF settings, you need to put the Transmission at 1 if you want a glass effect, and also don't forget to choose Blend Mode > Alpha Blend in the ...


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So in case somebody else is looking for the same thing, I've actually just found some useful addons for this knid of 2d animation workflow: (one of them is not free tho, but very convenient) Leafig Addon (not free Boundary align remesh addon COA Tools Spine softaware free alternative Also noticed it’s possible to use the “generate pencil grease” in the image ...


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Change your blend mode to "alpha blend" and you will get: I unplugged the fac of your mix shader so you can slide the fac and see what happens.


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Maybe you need to recalculate faces normals ? This can be found in Edit Mode (while wrong faces are selected) under Mesh > Normals > Recalculate Outside.


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If you want transparency in Eevee you need to go into the Material panel > Settings > Blend Mode > Alpha Blend, Shadow Mode > None.


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For people facing this issue, I should say it is solved since 2.83, version that is also okay for my scripts. I found that out while trying a chroma-key hacky work-around and realizing the green was not a uniform rgb(0,255,0) but some rgb(1,255,1). It turns out user dither settings in post-processing was not considered for OpenGL live rendering in the ...


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You cannot export light effects like glow with transparency. Transparency only mixes one image on top of another so it averages colour values, while light glow values need to be added on top of another image. Maybe try rendering emission pass and composite it on top of another image using add operation. Also these effects depend on the image below so they ...


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Switch the Mix Shader inputs and you're good:


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As Gorgious has commented, no need for a Boolean here. You can use the native extrusion, and mapping range, of a curve: The start and end points of the extrusion can be set, and key-framed. To get the 2-sided material, you can use a Geometry node in the shader, to discriminate between front and back-facing shading points: Yours would probably be a bit more ...


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Found - in my case the color ramp was enough to do the transparent


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This should do it - Just connect the inverse of the texture to the Alpha of the Principled BSDF. However, since this is a Musgrave texture, which has values that go below 0, you must add a clamp node first, otherwise the invert will not work the way you expect. I also suggest adding a ColorRamp Node because there is still a thin white outline around the ...


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