Gradient Ray Transparency

Is there a way to apply a gradient ray transparency to a mesh? From cloudy to clear? I’ve created a image texture as a mask but I don’t see an option to apply it to transparency.

In the texture panel, MapTo panel, click Alpha (not Col), and set your base material to alpha 0. The texture will then control the alpha of the object/mesh. Also click ZTransp.
If your image texture is a png or tga and has an Alpha channel already, click UseAlpha in the Texture panel, and then Blender will use that instead of the luminosity of the image to control the alpha of the mesh.

Thanks Roger,

Here is what I’ve done and my results…

The png mask with alpha channel…
http://emuirhead.sitestream.com/images/mask.jpg

I created an image texture using the following settings…

http://emuirhead.sitestream.com/images/Texture.jpg

Then I applied it to the material for my mesh with the following settings…

http://emuirhead.sitestream.com/images/material.jpg

And this was the result using ZTransp and the texture mapped as alpha…

http://emuirhead.sitestream.com/images/Mapped%20to%20Alpha.jpg

Here I changed it to Ray Transparency and mapped it to Col…

http://emuirhead.sitestream.com/images/MappedtoColRayTrans.jpg

Then I set the Tex Blend type to Add…

http://emuirhead.sitestream.com/images/MaptoColRayTranTexBlendAdd.jpg

Its close but not quite opaque in the white areas… Also I’m not sure if there is a way to change the shadow to match the clear portion in the center…

Any Ideas on how to make this work better?

Thanks

From the settings you have shown, you need to turn the Alpha setting to 0. You currently have it set to 1.

On your ground’s material, click ‘transp shadow’ or something…
It’s in the same window as the specularity/hardness settings. this makes it receive transparent shadows based on alpha from the object casting the shadow :stuck_out_tongue:

Thank you both! :eyebrowlift:

I don’t see an alpha slider in the panels? Which panel is it and approximately where?

Under the R G B sliders there is an A slider (alpha). I had this problem earlier…

Success!

http://emuirhead.sitestream.com/images/success.jpg

As well as setting the Alpha to 0 I set the Fresnel on the Ray Transp to 0 and mapped it to both Alpha and Col. This did the trick…

http://emuirhead.sitestream.com/images/Alpha0Fresnel0MapColAlpha.jpg

Now to work on the shadows with Venge’s suggestions.

Now, I see that mapping to Color is not even needed. Having Alpha at 1 was screwing me up the whole time leading me to false conclusions.

You all ROCK!

I see now that mapping it to color was preventing any other colors being applied to the material. The shadow fix was pretty simple thankfully. I love you all!

http://emuirhead.sitestream.com/images/TraShadow.jpg

looks like a foggy winter window :stuck_out_tongue:

another happy customer! btw VorpalBlade, if you click Alpha in the MapTo and it turns yellow, then it is anti-alpha, which would flip your plane’s alpha-ness…so if you are clicking those MapTo buttons and they turn yellow (the text, that is) now you know how that texture will be applied. Also, the base material alpha is like the minimum alpha. if you set it at .5, then the texture will gradient the plane’s alpha from .5 to 1.0.

That is one use I was thinking this could be for. I am using for an eye model exorcise to transition the white of the eye to the clear cornea.

Thanks again Roger. I’m starting to get a feel for what these controls do and how they are applied.