What happened to 'Use Point Alpha' in Principled Shader and how to get it now?

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Well, the title says it all… I'm trying but not succeeding in managing my particles' opacity over life.
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You can import any attributes inside Material shader netowork via Bind VOP or Parameter VOP and simply use this in your shader.

Just you should define exact same name as parameter name and connect this to your desire parameter inside shader.
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Opacity tab
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@jsmack - I forgot to mention I'm asking for H16 specifically. ‘Use Point Aplha’ is not there anymore.

@ Joker 386 - could you please add screenshot(s)? H16 specific?

I did figure out a way to do it in the meantime - using a Surface Color (Shading(Utilities)) node in Mat and a Attribute Create node in SOP, it doesn't sound like the same thing you propose though, so I'm curious to see your solution.

Regards, Jasper
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It's much easier now, as mentioned before just import the attribute with a bind same way you would do it with point attributes in a VOP SOP, connect it to opacity on a principled shader for example, voila.
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Ah, now I see it, thanks - indeed a lot easier - I didn't realize where i had to type in the name of the attribute.

-Jasper
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Oh, in that case, for H16, check the opacity tab.
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Jsmack, where exactly would point alpha be?

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