Hey guys,
I have a question whose answer will probably be kind of simple I’d imagine, but I couldn’t find exactly what I was looking for from a forum or Google search so I apologize if it’s come up before.
I’m trying to use a PNG file made in Photoshop as an object’s alpha, and use Blender’s built-in materials for just a simple solid color. I’m having bunches of trouble achieving this. So far, I have the object (a plane), with the part I want the alpha texture on unwrapped. I add a material, add a texture to the material and use “UV” as the “Map Input” method and “Alpha” as the “Map To” method. I have the image selected in the “Texture Buttons” area and “UseAlpha” selected in the “Map Image” panel, and I made sure to enable “ZTransp” in the “Render Pipeline.”
So, that’s what I’d like to “cut” the shape out of the plane I’d like. But, I’d like to still be free to apply whatever colors I’d like without having to unwrap all of the object duplicates I have (they’re not linked duplicates) and UV map them independently, which is where using the “Material” panel’s Color picker comes in. Also, I can’t seem to get the image loaded into the “Texture Buttons” area to affect the object at all, though I do get some hot alpha action when I enable “TexFace” and “A” in the material’s Material panel, though of course I’m then limited to whatever color was baked into the texture in Photoshop.
Thanks,
TheRiddler