Author Topic: Support for masks on opacity materials that support blended values.  (Read 224 times)

After trying to paint a piece of glass that fades from clear to black, it seems there is a limitation with the mask on opacity materials with the blended shader. While the opacity supports blending values from 0 to 1, the mask itself does not, resulting in a clipped opacity when painting the mask. I'm new here, so there could be a mistep on my side. My apologies if that's the case.

The opacity is not handled very well by the viewport. Make sure you separate your transparent parts in their own texture set so that you can use the opacity blended shader only on this part and not on the rest of the mesh, this should solve most transparency display issues.