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
principledshader and opacity masking
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