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UV coordinates are used to map the image texture precisely on the object.

Press U to UnwrapUnwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different).

UV coordinates are used to map the image texture precisely, this is not a post on the objectUV mapping).

enter image description hereenter image description here

enter image description hereenter image description here

For blender 2.8 use the shader editor.

enter image description here

Before you do anything else: a bit of an explanation oflet's go back the key concept: There is nothing "transparent" in an image.

What that means is that theThe alpha channel of a given image can be used as a Mask, to control the mix of color or the mix of shaders

Pay special attention to the order in which the sockets are connectedPay special attention to the order in which the sockets are connected.

ThatThe mask (alpha) on the image will to control how a shader that uses the colors of your image texture combines with another shader.

It is the same as any other shader. Use the mask to combine colors, shaders or any of the other qualities.

enter image description here

enter image description here

In newer versions of blender the Principled shader has an input for Alpha. If you plug in the alpha channel of the image directly to the alpha input of the shader, you will get a fully transparent object, except in the areas controlled by the alpha channel. In this case you don't need an additional transparent shader.

enter image description here

Press U to Unwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different).

UV coordinates are used to map the image texture precisely on the object.

enter image description here

enter image description here

Before you do anything else: a bit of an explanation of the key concept: There is nothing "transparent" in an image.

What that means is that the alpha channel of a given image can be used as a Mask to control the mix of color or the mix of shaders

Pay special attention to the order in which the sockets are connected.

That will to control how a shader that uses the colors of your image texture combines with another shader.

It is the same as any other shader. Use the mask to combine colors, shaders or any of the other qualities.

enter image description here

UV coordinates are used to map the image texture precisely on the object.

Press U to Unwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different, this is not a post on UV mapping).

enter image description here

enter image description here

For blender 2.8 use the shader editor.

enter image description here

Before you do anything else: let's go back the key concept: There is nothing "transparent" in an image.

The alpha channel of a given image can be used as a Mask, to control the mix of color or the mix of shaders

Pay special attention to the order in which the sockets are connected.

The mask (alpha) on the image will to control how a shader that uses the colors of your image texture combines with another shader.

It is the same as any other shader. Use the mask to combine colors, shaders or any of the other qualities.

enter image description here

enter image description here

In newer versions of blender the Principled shader has an input for Alpha. If you plug in the alpha channel of the image directly to the alpha input of the shader, you will get a fully transparent object, except in the areas controlled by the alpha channel. In this case you don't need an additional transparent shader.

enter image description here

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Press U to UnwrapUnwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different).

enter image description hereenter image description here

enter image description hereenter image description here

enter image description here


  • For multiple images with alpha channel overlaid on top of each other:

When working with shaders remember that, RGB information and Masks(based on alpha channels) follow separate paths.

So let's break this in two parts.

  • RGB

First Combine the RGB information using the alpha channel of the image being overlaid as a mask (fac) to control mix over the background image.

enter image description here

  • Alpha

Then you can use the sum of all of the alpha channels as a mask to control the mix of color or shaders. You can use a Convert>Math node and set it to add mode.

To mix the colors for a shader color:

enter image description here

For a mix with other shaders:

enter image description here

Press U to Unwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different).

enter image description here

enter image description here

enter image description here

Press U to Unwrap them (depending on the shape you might need different a projection, in this example I used "sphere projection" but for your mesh it might be different).

enter image description here

enter image description here

enter image description here


  • For multiple images with alpha channel overlaid on top of each other:

When working with shaders remember that, RGB information and Masks(based on alpha channels) follow separate paths.

So let's break this in two parts.

  • RGB

First Combine the RGB information using the alpha channel of the image being overlaid as a mask (fac) to control mix over the background image.

enter image description here

  • Alpha

Then you can use the sum of all of the alpha channels as a mask to control the mix of color or shaders. You can use a Convert>Math node and set it to add mode.

To mix the colors for a shader color:

enter image description here

For a mix with other shaders:

enter image description here

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  • Determine1. Determine what part of the object will use the texture.
  • Create2. Create the material(s) and use the image to control the mix of different parameters.

White areas will be one element of the mix, Black areas will be the other, and any shade of gray will be a partial mix.

There are two basic ways to use the alpha mask of a given image:

  • Determine what part of the object will use the texture.
  • Create the material(s) and use the image to control the mix of different parameters.

White areas will be one element of the mix, Black areas will be the other, and any shade of gray will be a partial mix.

There are two basic ways to use the alpha mask of a given image:

  • 1. Determine what part of the object will use the texture.
  • 2. Create the material(s) and use the image to control the mix of different parameters.

White areas will be one element of the mix, Black areas will be the other, and any shade of gray will be a partial mix.

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