I’m working with Cycles and I’m having a problem controlling the transparency on a globe. I used alpha mapping to put the “ocean” transparent and leave land visible. The question is that I also want the land a bit transparent.
For that I used the alpha map to give it a little transparency. The problem is that when the land overlaps with the one in the back of the globe, the multiply effect in the color is too strong. I already disabled shadows in render and it helped a bit but still, that multiply is too strong.
I’ve already added a second mix shader connected to a transparency, to mix with the alpha mapping, in the idea of controlling the “global” opacity after the balance inside the alpha mapping is done. The problem is that it does not simply puts the transparency up and down maintaining the balance of multiply I got from the alpha mapping. When I add it, it starts to give me tons of multiply when I try to make the whole globe more transparent.
It’s driving me crazy lol…
Here’s the node editor. As you can see I made the Alpha Map and then added a mix shader with transparency in order to try to control the “global opacity” after defining how I want the transparency in the alpha map.
But why doesn’t he just puts the opacity down as would happen if I pick up a render image and put it in Photoshop? Is that so difficult to acomplish?