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Transparent Texture (PNG) with opaque material

14 December 2017 12:06
Hi (sry bad english)

first, nice work with blend4web, play with it a little and love it.

As i'm a beginner in blender, i try to achieve a simple task in blend4web
I made an object with transparency (like 0.8). I put a png image on it.

I want the image opaque, and the material transparent. So we can see the other side of the png through the cylinder.

(no need to correct UV, just a test)
14 December 2017 14:15
I want the image opaque, and the material transparent. So we can see the other side of the png through the cylinder.

Hi. I attached a correct example. if I've correctly understood the problem
14 December 2017 14:21
almost done thanks.
last detail, i want the texture to keep original color
14 December 2017 14:40
last detail, i want the texture to keep original color
It's easy
14 December 2017 15:17
sorry for my stupidity.

If i try with a color image, then the image is transparent… and how can i change the cylinder color?
My final goal is to dynamic change color of the cylinder, and image on it.

Thanks for you help
15 December 2017 11:41
how can i change the cylinder color?

You can do it this way…Dynamically change colors signed in the picture
15 December 2017 12:04
perfect.

I need to work hard on blender nodes, cant figure how it works.

Thanks for support, good job
15 December 2017 13:19
[EDIT] After playing with it, cant make it work with a colored texture. I think i explain bad what i want.
I want to replace the stars in your example with a multicolor image (like blender logo png)

thank you for time you spend to help me.
I'm trying to make a demo with your framework to show the power to my boss, and then purchase it :p
15 December 2017 18:42
i dont understand why cube behind is showing up, but not the backface of the texture.
Z offset doesn't solve the problem, because it modify blenderlogo opacity

If someone solve my problem, i will pay him a beer :p
15 December 2017 18:55
If you want to use color texture, you should have grayscale picture(mask). This mask should be represented in the alpha channel of the colored texture. For this, split color texture into r, g, b, a in any graphics editor and
put your mask into alpha channel. Then compose your image back. Alpha channel have only png image.
Then you should use node configuration as on the attached picture.
You can use 2 textures: color and grayscale. But this variant will be not optimized.
 
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