Adding transparency map to eyelashes in Blender (using imported Daz figure)
mike_from_nz
Posts: 113
Hey guys, hope I am posting in the correct area. Having a bit of a nightmare trying to add the Daz transparency map to my models eyelashes in Blender using cycles rendering.
Has anyone successfully been able to do this and could point me in the right direction. I apologise if this has been asked before etc etc.
I used a Collada export which has worked great for all other parts of the body (with a bit of tinkering with nodes). But getting the eyelashes to work... argh.
Mike
Comments
The JPG of the transmap I was trying to use wasn't working, so I converted it to a *.tga with the map copied to an alpha channel. Take a look at my Blender shot for the node setup. I've circled pertinent bits. You'll notice the difference between the rendered and material viewport modes. For the record, I've got an emissive plane, with about 3.0 strength aimed down at her so it's not so dark.
Thank you so much! Sorry for late reply I don't seem to have got an email about your reply.
I will sit down with a strong coffee and try this out this morning :)
sorry for necroing this thread but im facing the exact same problem how did you get a TGA for the eyelash texture?
Found this while trying to solve the same problem. Couldn't find anything useful so had a play with the nodes and here's the solution.
Put the jpg for lashes in an image texture shader set to non color data
Plug this into the fac on a mix shader
Plug a transparent BSDF shader into the top shader node on the mix shader
Plug a diffuse or principled shader into the other shader input node on the mix shader to set the colour of the lashes.
Plug the Mix shader output to the material output
Works perfectly in cycles but not in Eevee
Note: sometime the UV maps for the eyelashes don't import in the right place so you may have to move them
Err.. it's been quite some time, so I'm just guesstimating here, but if the lash texture I used wasn't *.tga already, it's very likely I just resaved it as one from Photoshop so it would retain the alpha slot. With 2.8, Eevee, and the Principled BSDF shader that Blender has now, chances are the node setup would be a bit different, and probably simpler.
Yes, no need to do any resaving of image maps. Just mix a transparent shader with a plain color (black in the image) and use the eyelashes trans map as a factor for the mix. Works in Cycles and Eevee in Blender 2.80 Beta.
Thanks for the help guys. Question, how do I get that non colour data option? Does not seem to be available in my image texture node?