Hello,
I have an issue with cycle not working with alpha (viewport and render).
I’m using a tga + alpha, mix shader with transparent and diffuse shader, and factor attached to the alpha of the texture.
I tried different solutions but nothing works, the plane remains black.
I would double check that you have set film to transparent in the render setting, also ensuring that you are giving enough samples to the the transparency light paths. I would also check the mesh. Make sure there are no overlapping faces or vertices, make sure the normals are pointing the right way. also ensure that your UV mapping is correct and also ensure that there isnt a different shader being applied to the other side of the mesh, or even other side of the face depending on how your shader is set up.
I’d say something is wrong with the mesh (normals and such as @B-Rae sugested). I just tested alpha in Cycles and Eevee with two different shader setups and they worked in both engines (note for Eevee - must enable alpha in the materials tab - Alph Hashed, in my case).
In the following, I have a plane and cube with alpha.
Eevee:
When I switch the render engine back to eevee, alpha displays perfectly fine.
And something’s definitely wrong, I tried assigning different materials to the mesh and it’s always black in cycles.
Again, it works perfectly fine in eevee, I don’t understand what’s going on.
I tried flipping normals, it doesn’t change anything.
Now I have the alpha working fine in material preview mode, but display render view still shows black material.
I really don’t understand what’s happening.
EDIT: Another interesting point: I’m in cycles, but when I choose material output “cycles”, the material becomes pink in material preview. However, when I select “all” or “eevee”, the material displays the alpha as expected.
I tried removing the material entirely from the mesh, it still renders black.
The same mesh renders perfectly fine in Eevee, looks like a bug to me.
EDIT: Now I tried to use the override material function, it worked. When I use override, the mesh is affected.
But I can’t assign a new material to the mesh directly from the material tab, it just won’t take it. It remains black.
I don’t understand what’s happening.
Here’s the file. Oddly the mesh/texture becomes invisible once I delete the character instead of being black, but there’s still an issue. The mesh has always been separated from the character. BrokenMeshCycles.rar (305.2 KB)
This was indeed an issue, I fixed it (I modified it while making tests).
But the mesh still displayed black.
I think I found the issue: I tried deleting all materials attached to the mesh (there were lots of them actually) and eventually the alpha showed up.
I’ve mentioned earlier that I could assign a material to the mesh, so I think there might be a bug with that. And deleting the material that couldn’t be removed fixed the problem somehow.