Why would this be the default? Why wouldn’t NO background be the default?
It’s a JPG, there is no alpha, why does Blender create a background where no one expects or wants one?
How do I get Blender to stop doing this?
Thanks.
-JW
Why would this be the default? Why wouldn’t NO background be the default?
It’s a JPG, there is no alpha, why does Blender create a background where no one expects or wants one?
How do I get Blender to stop doing this?
Thanks.
-JW
I think with clip, an alpha based on that clip will still be produced.
I do not get it. You expect background to be transparent when you did not connect any alpha information to shader? “Clip” in texture settings only refers to the fact that texture won’t repeat beyond 0-1 UV range. It doesn’t enable transparency. Perhaps you are mistaking it with “Alpha Clip” material property in earlier versions of Eevee
Well, the image has no background, has no alpha, this is it:
So why does Blender fill the rest of the UV space not occupied by the image, with a background?
And how do we get it to stop that?
Connecting the alpha nodes made no difference.
Thanks.
You unwrapped those faces specifically for this material that only exists on those faces for that decal? And this decal is not mixed with other color from color mix node or other textures so there is no blending using alpha (which works even if the image doesn’t have alpha when using ‘Clip’)? That is why the rest of the faces are black, there isn’t anything mixed with it.
If you try a Color Mix Node after the image texture and plug it into the B slot, set your A slot to the color of the main diffuse, then plug the alpha into your Color Mix Node mix factor and voila, the black disappears.
I appreciate that explanation, thanks.
I have a material assigned to the entire object, and the logo material assigned to specific UVs, assuming that since there would be no material information outside of the logo image, then the overall material applied to the object would appear:
Which would make sense, but for some baffling reason Blender feels that displaying a solid color background where the image does not appear for the assigned UVs, is a more desirable outcome rather than simply displaying the overall applied material.
…in other words, instead of simply changing the color of the generated background Blender creates for the UV, I would prefer the other material appears where the logo is not, as a decal would.
There must be some way to make Blender stop generating a background; allowing the material applied to the entire object show through instead? This issue must certainly have occurred before?
I am a C4D user using Blender out of necessity to accommodate a specific interactive platform.
Thanks again.
The outer bounds are not being mixed with anything - if you have to, add that set up of the color mix node and image to your original material and use a separate UV layer mapping for it apart from the original mapping.
See below the other mapping is set to allow the close up of the selected area for the decal and the rest are just scrunched up outside bounds.