So I’m stuck on getting a surface imperfection texture to be masked over my other procedural shader, anything I try it comes out with the black background or if it is transparent, it’s because it’s making my object see-through instead of overlaying on top of the shader. For some reason my blending mode is stuck on Alpha Hashed and won’t change to Opaque. I am using Cycles.
Well I had a lack of thought moment here, but upon deliberation I realized my folly, I needed to do a Transparent Shader for my mask before adding into my main shader.
If your texture is black and white, simply plug it into the mix factor of a color mix node to affect your procedural texture fed into your color socket of the bsdf. You don’t need to do a mix and add shader with a transparency to arrive at a color result.
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