Issue with opacity in principled shader

   2350   1   1
User Avatar
Member
9 posts
Joined: Dec. 2018
Offline
Hi:

I have the following issue and I am not sure if it is a bug or my mistake.

1. I create a sphere geometry node
2. I create 2 group nodes and assign primitives of said sphere (no overlapping no voids)
3. For each group node I create a principled shader (one simple texture map and the other one texture+opacity)
4. Via the material node I assign the shader 1 to group 1 (no opacity) and shader 2 to group 2 (opacity)
5. Opacity seems to be applied to both groups - which is not reasonable to me (notice the reference plane going through both groups).


If I remove the path to the opacity map that is assigned to group 2 only then both groups are displayed in the correct manner.



Could someone please let me know if I did something wrong or if this is a bug?

Best—Florian
Edited by euvf6138 - June 29, 2019 16:48:44

Attachments:
Untitled1.png (613.7 KB)
Untitled2.png (436.6 KB)

User Avatar
Member
648 posts
Joined: July 2005
Offline
seems to be working OK, but doesn't use image alpha for OGL, or in the render with principled-shader (without editing it).
Also noticed the viewport opacity maps will clip in perspective view if using the default clip distances.

Attachments:
opacity.hiplc (605.8 KB)

  • Quick Links