I completed my texturing on substance painter. I transferred it to blender. In my texture I have emission and opacity layers but opacity is not working properly on blender. Which is my fault in node area?
Only the glass material is showing other areas are invisible.
Is your opacity map just a black and white image, or does it have a proper alpha channel?
If it’s the former, you’ll just want to hook your color output to the alpha slot on your principled node.
Also, set the color space of all your texture channels except the diffuse to Non-Color to have it look more accurate to the Substance Painter original.
There are two ways you can get an alpha out from an image onto a model. One way is if an image texture has it’s opacity map stored in it’s alpha channel, you’ll take the alpha output from the image node, and plug it into the alpha input on the Principled BSDF node. The other way is that you simply have a greyscale image that doesn’t have anything stored in the alpha channel, and for that, you’ll take the color output, and plug it into the alpha input on the Principled.
The texture you posted above doesn’t have an alpha map applied to it. In general, Substance Painter doesn’t embed alphas in any of its images, instead opting to spit out a separate opacity map texture for you to plug in elsewhere.
…with the color output attached to the alpha input. Also, if you’re using Eevee, don’t forget to go to your materials property (look for the little checkerboard sphere icon on the right), go to the Settings entry, and set your Blend Mode to Alpha Clip or Alpha Hash.
Thank you for detailed information. I cleaned the nodes and rearrange it. In Cycles engine I aldready have no problems but I fix it on Eevee. Thank you so much.