Alpha channels for transparency texturing?

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:bust_in_silhouette: Asked By Dumuz

I’m in the process of creating a 3D character and was wondering if Godot can handle transparency/alpha in albedo textures and how?

I’ve read into the spatialmaterial doc and it looks like if you want to add transparency of any kind, you forfeit the control for mid/post processes, like SSS and SSR, which I’d also like to use.

Is there an easy way to use alpha channels in this engine?

:bust_in_silhouette: Reply From: TheWhiteLlama

Hi! You’ll have to set the SpatialMaterial’s flag for transparency :slight_smile:

From what I’ve read and experimented with, it seems like this disables things like, refraction and subsurface scattering. Is there a work around for this?

Dumuz | 2020-03-08 16:34

:bust_in_silhouette: Reply From: wombatstampede

According to the docs:

you can alternatively use alpha scissors to implement some kind of 1/0 transparency.

Maybe refraction could be worth a try although I’m unsure if it goes to the alpha or opaque pipeline. This could be helpful if you think of the characters glasses or similar.

Thanks for responding. I messed around with the settings more and I can get what I’m looking for using an alpha in the albedo while refraction is activated. Without having to set the flag to transparency.

Dumuz | 2020-03-09 15:28