Hello!
I used an alpha map for my eyelashes and tried every blend mode and shadow mode choices but there’s still a lighter halo around the eye from it. ):
Any idea what I’m doing wrong?
Hello!
I used an alpha map for my eyelashes and tried every blend mode and shadow mode choices but there’s still a lighter halo around the eye from it. ):
Any idea what I’m doing wrong?
Why do you plug color output instead of alpha btw?
Can you also upload your alpha map?
Now I understand why you use the color output, because it’s a JPEG.
The reason for your problem is the “black” area is not really black.
You can use “Greater Than” operation to check that.
My quick fix for that is using a Map Range node before and try to increase the From Min value.
But you might want to have some work with the original alpha map.
Personally speaking, in a case where it may be slightly “off-black” or off-white, I run the image through a colourramp and tweak the handles in every so slightly.
I use a bit different setup than already mentioned …by using a mix>Transparent node with the Diffuse texture…plug the Color into the diffuse and also into the Factor on the mix node…something like this…
Blend Mode is sometimes better when using a mask image if set to Clip, but not always
and like @colkai said a color ramp with just a touch of tweaking can get better results…
Also…and I haven’t used it with a lash mask but the Principled Hair Node will work wonders on lashes and you can usually leave out the mask
In this case I prefer a Map Range node but ColorRamp will work anyway.
Hmm it’s strange because I just made sure the black is totally black in photoshop and I tried the different node suggestions but there’s still a glow around her eyes from her lashes
.Quick check: Is this issue happening on Cycles or Eevee? Your eyelashes material only outputs to Cycles, but you’re talking about Blend Modes which afaik are Eevee-specific settings.
oh are they? oh well. i was just trying out whatever button i can to fix the issue hahaha. im using cycles!
That’s okay, haha.
So, this doesn’t look like texture or material setup issue at all but Cycles misbehaving when faced with a transparent plane in front of a material with subsurface scattering indirectly lit by strong light.
Place the lashes in front of a diffuse material and play with the light to check if it’s the case.
You can mitigate it by increasing the sampling and moving the lamp or increasing/decreasing its strength and mixing it with a more diffuse fill light like an HDRI. Adjusting the Render Properties might also help, like lowering or removing light clamping and tweaking light paths.
Sorry I didn’t mention, you need to remove the “Greater Than” node. It’s only for checking.