How to handle transparent map? I've tried several times but not successful

How to handle transparent map? I've tried several times but not successful

Anonymous
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Message 1 of 7

How to handle transparent map? I've tried several times but not successful

Anonymous
Not applicable

How to handle transparent map? I've tried several times but not successful

4384-snipaste-2019-08-16-12-57-56.png

result:

4385-snipaste-2019-08-16-12-58-32.png

my demo file:

egg.zip

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Accepted solutions (1)
1,054 Views
6 Replies
Replies (6)
Message 2 of 7

madsd
Advisor
Advisor
Accepted solution

Try something like this.
I just used a planar UV map on the model instead of 2 material ID's to avoid having to deal with ID's but you can use ID's in a single material anyways with a switch map in addition if you realy need 2 ids.

4387-ss.jpg

4388-eee.jpg

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Message 3 of 7

madsd
Advisor
Advisor

Another variant with Material ID's

Saved to 2019 and attached.

4389-q.jpgegg.zip

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Message 4 of 7

Anonymous
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Thank you very much, I like this method and I do it following your screenshots, the result is as follow:4392-snipaste-2019-08-16-22-29-36.png

4393-snipaste-2019-08-16-22-35-54.png

How to set the parameters of "uvw map"?

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Message 5 of 7

Anonymous
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@Mads Drøschler

if I want to use unwrap UVW modifier instead of UVW Map, how to do it? Do I need to modify material setup?

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Message 6 of 7

madsd
Advisor
Advisor
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Message 7 of 7

madsd
Advisor
Advisor

Not realy no, you can however use the UV transform node to adjust some local unwrapped tile, just note that everything inside the same UV channel is affected by the changes in the shader hirachy, you would have to isolate a certain area if you want independant control.
However, if you unwrap the head and give some polygon square a material ID 2, you can call this ID 2, as seen in the variant solution just above ( purple head ) and that can both be planar map, or advanced UNWRAP or whatever realy.

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