OK, time to pick your brains people! One of the things that drives me up the wall is how viewport transparency, and OpenGL rendering with transparency, is mangled when using the cycles renderer. I know that the big viewport fix is in the works for 2.8. But I also know that no more viewport work is being done for 2.7X. So it’s six or seven months away, at least.
First I should probably ask. Does everyone else have the issue where viewport transparency only works in material mode, and then the transparency is dithered with white? If not, show me the secret sauce that makes it work as it should.
Otherwise… Here’s my fix… I just need help in making it work a little more seamlessly. I figured out that the transparency isn’t just dithered with white; It’s dithered with the color of the transparency shader. So I made a node group that contains a value node that will override the transparency shader color with a custom color or image map. By putting the value node inside the group, you can just tab into the group and change the override value to toggle all instances of the group. That way it can be used all over the place, and one change changes them all.
My question… How do I link that value node to something outside the node editor, like a custom property of the scene, so I can stick it on a toggle in the N panel? Here’s my file, fix it…
Your screenshot proves it doesn’t work as it should. If your eyes think the colors in the viewport are faithful to the image or rendered version, then that’s good. But for me it’s not. White eyelashes and hair are fine, if your hair and eyelashes are white. But thank you for showing that it’s not just my system that looks rotten.
It is curious though how you can’t see the difference…
Can you tell me why the material viewport turns it white? And, is that working like it should?
Yet the fact remains, that isn’t the problem I’m having. The problem I was having is getting a driver set on the mix factor, from outside of the node editor. According to posts I found on stackexchange it’s a depsgraph issue. And though I could get a driver to change the value, it didn’t force an update of the shader. The only reliable method I found is setting the mix factor directly with python and that’s what I’m doing.