The Transparent thing really needs to be fixed please.
Thank you.
The Transparent thing really needs to be fixed please.
Thank you.
I second this. Very necessary!
Yes please!
So many clothes need to have some level of transparency, even just slight transparency on sleeves or more transparency on lace trims and frills.
Marmoset Toolbag, Keyshot, Octane, DAZ, and Poser support texture maps with transparency.
Up vote!
You can get transparent but you have to set the right shader and the mask percentage in the materials tab when uploading the garment.
The shader I use most often for clothing is two sided.
For complete transparency set to 1.0. You can experiment with different percentages to see the results.
Thank you Debi! Does it perform like an alpha or does the whole piece come in semi-transparent?
It's an alpha with alpha masking. It really works quite well. Also, I have been unzipping the .samd file and making sure the textures are transparent in the diffuse map. It's not consistent. I've had to go in and plug in my textures using gimp. It will work but it's certainly not ideal. We shouldn't have to do this kind of work around to get things to import properly.
Thank you Debi and I have done it this way quite successfully already. I would like to be able to manage it through MD tho. MD does work with transparency but does not bring it into Sansar. It would probly mean that the white background of the diffuse default to transparent as an option in the export file.
Maybe once the white lines and seam breaks are resolved....
Transparency using the material editor with upload within Sansar below:
Thank you so much for sharing I've been wondering how to do this, almost got frustrated.
To make it 100% transparent for things like holes and cut outs where you don't want to lose the shape use "Standard Two Sided + Detail + Alpha Mask" . I find the other option creates this odd frizzy reflection when rotating.
One think to keep in mind when using an alpha channel to get those cutouts is that you will nullify how the system makes the body under the clothing invisible thereby preventing the skin poking through the garment. For instance it's often the case that you'll get some break through around the underarm area on the back with clothing as the avatar animates. The baking system makes the skin in that area disappear so you don't see the skin but if the texture has an alpha channel present the baking system does not remove the skin of the avatar so that poke through will continue.