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Rigging Question: Getting Layered Texture Node To Work with Transparency

polycounter lvl 6
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Cortes polycounter lvl 6
I posted this originally on reddit but I'm posting it here too.

I am working on a character rig that is driven by animated textures and I am running into problems with the layered texture node.

 Here's some gifs to help you understand what I'm trying to do: http://gph.is/2vBPB4S http://gph.is/2vBkCGq 

What I am trying to do is get a node network working that lets me create a layered texture with multiple layers for the eye (one for the mouth too, but I am not at that stage yet!). 1 layer for the whites of the eye, 1 for the pupil, and 1 for the eyelids.

I will then wire the pupil to move around with a rig controller and use an image sequence for the blink, along with alternate pupils. Anyway, I am close to figuring out the node layout but I am not getting the alphas to display correctly and don't know how to fix that. I have saved the textures as pngs. I've also plugged the same png file into the alpha channel but it still appears black in the viewport. 

Here is a screen of my node network so far: 
http://imgur.com/U2wuEEX 

Right now the texture appears in the viewport like this: 
http://imgur.com/1pUrIwY Even with plugging in the same files into the Alpha channel.

Any help is appreciated.

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