Can you assign a texture that tells DAZ to display transparency in Photoshop?
NorrinRadd22_5694f0872b
Posts: 41
Is there a way to tell daz that a texture is meant to be rendered as a transparentcy the the layer for Photoshop or video editing software? Due to the geometry and the way some assets are created, there really is no other way to get intricate parts transparent within DAZ like a section plane would. I could always just do it after the fact in Photoshop, but I am curious if there is an easier way to do it now.
Thanks in advance!
Comments
most shaders will have cutout opacity parameter. you can jsut add an opacity map there.
I'll give that a whirl, thanks :)
there is also the create advanced iray node properties under scripts utilities which enables iray matt
Okay, second snag: what exactly is an opacity map?
An opacity map is black where you want transparency, white where you want full opacity. If you have the image you want on a layer in PS you should easily be able to select its non-transparent pixels by cmd/ctrl-click, create a new layer, and fill with white, then invert the selection and fill with black, export that as your opacity map.
So, I am not able to just upload a white or black png and load it in to the Cutout Opacity? I added them, but it appears that both all black or all white just turn them invisible during render, but do not create a transparent blank spot for use in photoshop. I guess I don't understand what you are suggesting?
you need to render to png and not have anything behind whatever is transparent to do that
iray matt which I suggested from the advanced shader creates an object that renders seethrough with backface culling for whatever it is behind
for example clothing to use for paper dolls if the figure has iray matt enabled
I'll look for Advanced Shaders then, see what I can find.
The thing I am trying to do in render is create a png that has transpared gaps where TV screens and displays would be. I can't have nothing behind them since they are scattered throughout a render.
in your content library
scripts
utilities
advanced iray node properties
you can apply it to planes etc placed in front of your tv screens etc, it basically works like the section plane but can be applied to any object, if you check the matt option which will now appear under parameters, if your screen is a separate object it can simply be applied to that
No, just as your diffuse (base colour) map needs to show which colour goes where so the opacity map has to show which opacity goes where. The UV template shows how everything needs to be laid out for the model.
This is starting to sound close to what I need. The only problem is, it appears you can only turn on the matt option in Parameters. The way the scene is designed is that it is one big parameter tab with lots of different surfaces. I need to have one surface, the screen, with this option. When I toggled it on, the entire scene seemed to to transparent.
So close!
you may need to edit the prop with the geometry editor and create separate props from the needed surfaces, or in a modelling program like Hexagon