![]() The gaps in the glass are totally transparent, while the glass shards are partially transparent and the frame is fully opaque. The end result, peering through a broken window into a building. You can click the RGB/A button as shown to toggle which channels of the image you are previewing. An imported texture with RGB channels and an Alpha Channel. This will have the effect that your material can have areas of varying transparency. The alpha channel values are mapped to the transparency levels with white being fully opaque, and black being fully transparent. When using a texture assigned for the Albedo Property, you can control the transparency of the material by ensuring your albedo texture image has an alpha channel. A range of transparency values from 0 to 1, using the Transparent mode suitable for realistic transparent objects Texture in its current state will be saved. ![]() Let’s take a look: Lock texture: Locking texture allows locking color/depth texture over the layer regardless of its resolution. This panel contains a more advanced set of parameters. You can also access the panel from the menu Window>Popups>Layer Blending. Make sure your model is facing Y up and centered in world space. LMB click to reveal the Layer Blend panel. To create an alpha from a sculpt room object do this: File menu in the sculpt room. It will not create an alpha out of a sculpt room object. As mentioned above, picking the correct transparency mode is important because it determines whether or not you will still see reflections and specular highlights at full value, or whether they will be faded out according to the transparency values too. The method you are using is for a external model to be used as an alpha creation. This only has an effect if the Rendering Mode for the material is set to one of the transparent mode, and not Opaque. The alpha value of the Albedo colour controls the transparency level for the material. Notice there are no shadows or lighting highlights. ![]() On the left is a texture map for a character model, and on the right is a wooden crate. Two examples of typical Albedo texture maps. Many of 3DCoat’s functions are implemented with a familiar Brush interface that both corresponds to real-world equivalents and goes beyond and extends the abilities that real-world tools of similar nature are capable of. It’s important to note that the Albedo texture should not contain any lighting, since the lighting will be added to it based on the context in which the object is seen. This should represent the colors of the surface of the object. Check it out by right clicking on the alpha and choosing 'Edit in Ext. 3DC will create all four channels upon import. ![]() Specifying a single color for the Albedo value is sometimes useful, but it is far more common to assign a texture map for the Albedo Property. Followers 1 Reply to this topic Start new topic Recommended Posts Recommended Posted by digman, JanuThe ZBrush PSD alphas I tested so far work fine straight in. The Albedo Property controls the base color of the surface. The Albedo Color Property is highlighted. A Standard Shader material with default Properties and no values or textures assigned. ![]()
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