Uber Surface Shader 2 - Blend Mask still appears when transmapped area is transparent
![Joe827](https://secure.gravatar.com/avatar/88b983aa04098c69b204a121d3c37c44?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F88b983aa04098c69b204a121d3c37c44_100.png)
Hello. I am attempting to use Uber Surface Shader 2 to simulate dust on clothing. However, the clothing I happen to be using has a transparancy map applied, and when I render, the transparent sections end up showing the effects of the shader - it looks like dust hovering over nothing. Does anyone know how to configure Uber Surface to interract with transparancy maps? Thank you.
-Joe
Comments
I had some free time and rendered an example of what I mean. The first image has a random opacity map with a transparent region on the sleeve. The second image has the shader applied. As you can see, it outlines the geometry of the sleeve even though it is transparent.
What are your settings for the surface?
I did my best to filter the list some since it is so long.
Multiply Specular Through Opactiy: ON
Anisotropic Active: OFF
Anisotropic Direction: U
Ambient Active: OFF
Opacity Active: ON
Refraction Active: OFF
Reflection Active: OFF
Fresnel Active: OFF
Velvet Active: OFF
Subsurface Active: OFF
Translucency Active: OFF
Bump2 Active: OFF
Displacement2 Active: OFF
Normal2 Active: OFF
Layer2 Active: ON
Layer 2 Blend Mode: Mask Blend
Layer2 Blend Strength: Here is where the "dust" map is applied
Blend Mask Blur: 0
Blend Mask Gamma: 1.00
Blend Mask Contrast: 100
Invert Blend Mask: OFF
Map Tiling 2 U/V:1
Map Tiling Mask U/V: 1
Diffuse2Active: ON
Specular2Active: OFF
Multiply Specular 2 Through Opacity ON
Anisotropic2 Active: OFF
Ambient2 Active: OFF
Reflection2 Active: OFF
Fresnel2 Active: Off
Trace Displacements: OFF
Caset Shadows: ON
Accept Shadows: ON
Occlusion: ON
Fantom: OFF
Raytrace: ON
Occlusioin Shading Rate Mode: Global
Occlusion Shading Rate: 10
Typically I adjust the UberSurface2 surface setting of "Layer2 Blend Mode" to "Multiply" instead of "Blend".
Thanks, but I already tried that and it didn't work.
Odd, because exactly that is working for me. See the attached image, which is actually an image of "long jeans" with an opacity map applied to the bottom part. Both surfaces got US2 dirt preset applied and the blend mode changed to "Multiply". I adjusted the "Diffuse Color" to Yellow.
Ah. My fault. When I did this the first time, I thought that it had canceled out the dust effect entirely, which is what made me say, "It didn't work." However, when I look more closely, I see that multiply does still produce a very very light dusty effect. Do you know how I can bring it back out more?
You can adjust the "Blend Mask Gamma" to e.g. 0.5, that should yield more parts of the surface getting dusted. Due to the multiplication that might be needed depending on the look you want to achieve. Also the tiling of the mask may need adjustment to get a perfect look.
Will do. Thanks for the advice.
One last question. Is there a way to remove the shader once it is applied?
Apply a material set that uses the default (or whatever you want to use) shader -you can save a preset specially, deselecting all properties but the shader, and make it a custom action for quick access.