principledshader and opacity masking

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Hi All,

Using the new principled shader you can crack it open and pipe the texture alpha to the surface output (af ) . You will then get a correct alpha channel in your render. But where / how in the shader do you multiple the alpha by the colour so you get the colour / spec / disp matted out in the beauty.
A fine example would be mapping a leaf texture onto a grid.

regards

Rob
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Not sure if this is the proper way or not:

I use the alpha of the texture in the Of on the compute lighting vop

Attachments:
principled_opac_mask.hip (162.8 KB)

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Thanks. I always thought you had to mult colour by alpha at the very end. Maybe thats what is happening under the hood.

Rob
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