{"id":1801,"date":"2019-09-05T15:57:26","date_gmt":"2019-09-05T14:57:26","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=1801"},"modified":"2023-09-07T15:54:56","modified_gmt":"2023-09-07T14:54:56","slug":"transparency-cycles","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/","title":{"rendered":"Transparent Materials in Cycles"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_82_2 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-69f011ebc89e0\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-69f011ebc89e0\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#basic-material\" >Basic Material<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#transparent-bsdf\" >Transparent BSDF<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#blend-mode-settings\" >Blend Mode Settings<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#controlling-transparency\" >Controlling Transparency<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#transparency-with-alpha\" >Transparency with Alpha<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#video\" >Video<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/codex\/transparency-cycles\/#blender-29030-blend-mode\" >Blender 2.90+\/3.0+ Blend Mode<\/a><\/li><\/ul><\/nav><\/div>\n<p>Carried over to Blender 2.8+ from previous versions of the application, the <b>Cycles<\/b> rendering engine processes transparency in a slightly different way to <b>Eevee<\/b> and <b>Workbench<\/b> by controlling the effect, at a basic level, using the <b>Transparent BSDF<\/b> material node, allowing for <a href=\"https:\/\/www.katsbits.com\/codex\/tag\/transparency\/\">different types of transparency<\/a> depending on requirements.<\/p>\n<blockquote style=\"background-color: #ddecf3; color: #666;\"><p><b>Download<\/b>: <a href=\"https:\/\/www.katsbits.com\/files\/blender\/katsbits_transparency-cycles.zip\">Transparent Material example for Cycles *.blend<\/a> (c.2 MB).<\/p><\/blockquote>\n<blockquote><p><b>Design note<\/b>: assigned images\/texture don&#8217;t appear unless objects are UV mapped so ensure the object is <a href=\"https:\/\/www.katsbits.com\/codex\/uv-editing\/\">UV unwrapped<\/a> beforehand and <b>Cycles<\/b> is set as the active <a href=\"https:\/\/www.katsbits.com\/codex\/render-engine\/\">Render Engine<\/a> &#8211; in <b>Render<\/b> Properties toggle the <b>Render Engine<\/b> option to <b>Cycles<\/b> (defaults to <b>Eevee<\/b>).<\/p><\/blockquote>\n<h3><span class=\"ez-toc-section\" id=\"basic-material\"><\/span>Basic Material<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>A basic material in Cycles uses the same set up as for Eevee, essentially a node tree comprising three nodes; <b>Image Texture<\/b>, <b>Principled BSDF<\/b> and <b>Material Output<\/b> node. If a material is not set up or assigned, select the object in question and in <b>Material<\/b> Properties click <b>+ New<\/b> to create a new instance that&#8217;s populated with a set of default properties and options &#8211; this also adds a <b>Principled BSDF<\/b> [2] and <b>Material Output<\/b> [3] nodes.<\/p>\n<blockquote><p><b>Design note<\/b>: Cycles materials use nodes by default so the <strong>Use Nodes<\/strong> option associated with Eevee materials is not available.<\/p><\/blockquote>\n<p>Switch to <b>Shading<\/b> Workspace and to the default nodes (<i>Principled BSDF<\/i> and <i>Material Output<\/i>) add an <b>Image Texture<\/b> node [1] &#8211; <b><i>Add \u00bb Texture \u00bb Image Texture<\/i><\/b>. Here, click the <b>Open<\/b> or the <b>Browse Image to be linked<\/b> buttons to select or load an image into the node then link this new nodes <b>Color<\/b> output to <b>Base Color<\/b> input (<i>Principle BSDF<\/i>). The image (bitmap) will appear on the mesh in the 3D preview area.<\/p>\n<blockquote><p><b>Design note<\/b>: ensure <b>BSDF<\/b> output (Principled BSDF) is linked to <b>Surface<\/b> input (Material Output). Image will only appear if the object associated with it is UV mapped.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-basic.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-basic.jpg\" alt=\"Set up a basic material\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Add an <b>Image Texture<\/b> [1] node to the default <b>Principled BSDF<\/b> [2] and <b>Material Output<\/b> [3] nodes then link <b>Color<\/b> output to <b>Base Color<\/b> input (ensure <b>BSDF<\/b> output is linked to <b>Surface<\/b> input also) &#8211; the image will only appear if the object in question has been UV mapped.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"transparent-bsdf\"><\/span>Transparent BSDF<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Once the basic material is set up and associated image appears correctly on the object, to make the material transparent add a <b>Transparent BSDF<\/b> node [4] &#8211; <b><i>Add \u00bb Shader \u00bb Transparent BSDF<\/i><\/b>, and a <b>Mix Shader<\/b> node [5] &#8211; <b><i>Add \u00bb Shader \u00bb Mix Shader<\/i><\/b>. Link these two new nodes to the current tree so <b>BSDF<\/b> output (<i>Transparent BSDF<\/i>) to <b>Shader<\/b> input (<i>Mix Shader<\/i>) and <b>BSDF<\/b> output (<i>Principled BSDF<\/i>) to <b>Shader<\/b> input (<i>Mix Shader<\/i>) &#8211; <i>this should be the two BSDF outputs from Transparent BSDF and Principled BSDF linked in to the Mix Shader<\/i>. And then <b>Shader<\/b> output (<i>Mix Shader<\/i>) to <b>Surface<\/b> input (<i>Material Output<\/i>).<\/p>\n<blockquote><p><b>Design note<\/b>: in this instance <b>Cycles is making the entire material transparent<\/b> not just the image that might be assigned via the Image Texture node, which differs from <a href=\"https:\/\/www.katsbits.com\/codex\/principled-alpha\/\">basic Alpha transparency<\/a>, should other components be linked as part of the overall material tree, they will carry the same degree of transparency.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-basic-transparent.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-basic-transparent.jpg\" alt=\"Setting up transparent materials in Cycles\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Add a <b>Transparent BSDF<\/b> [4] and <b>Mix Shader<\/b> [5] nodes to the basic material and link them so the Principle BSDF and Transparent BSDF pass through the Mix Shader, itself then connected to Material Output.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"blend-mode-settings\"><\/span>Blend Mode Settings<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Once the node tree is set up the the final step to enable transparency is to set the <b>Blend Mode<\/b>. To do this, in <b>Material<\/b> Properties scroll down to the bottom of the panel and expend the <b>Viewport Display<\/b> options then the <b>Settings<\/b> sub-section. Here, click the drop-down menu to the right of <b>Blend Mode<\/b> to set the transparencies behaviour, typically <b>Alpha Blend<\/b>, <b>Alpha Clip<\/b> or <b>Alpha Hashed<\/b>. At this point the material will appear transparent in the 3D View.<\/p>\n<blockquote><p><b>Design note<\/b>: images without an alpha channel will appear transparent because the material itself is being affected by the nodes used and their settings.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-blend-mode.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-blend-mode.jpg\" alt=\"Setting transparency behaviour\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Once the node tree is established the behaviour of any transparency needs to be defined using Blend Mode &#8211; in Material Properties and under Viewport Display select an appropriate option in the Settings sub-section.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"controlling-transparency\"><\/span>Controlling Transparency<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>For basic materials in Cycles transparency can be controlled by changing the colour of <b>Color<\/b> vector of the <b>Transparent BSDF<\/b> which changes the transparency of the image mapped to the <b>Image Texture<\/b> node, and\/or the <b>Alpha<\/b> vector of <b>Principled BSDF<\/b> which changes the materials overall transparency.<\/p>\n<blockquote><p><b>Design note<\/b>: both properties are then modulated by the <b>Fac<\/b> vector of the <b>Mix Shader<\/b>.<\/p><\/blockquote>\n<p>To do this, click the colour sample rectangle, white by default, and using the colour picker or tone slider, change the value from white, down through grey, to black &#8211; this makes the material opaque depending on the tone set, <i><b>white<\/b> for fully transparent<\/i> (100% transparent, partially opaque image), <i><b>black<\/b> for completely opaque<\/i> (0% transparent, fully opaque image).<\/p>\n<blockquote><p><b>Design note<\/b>: the degree of transparency is being controlled by the colour vector in the same way alpha generally works, white is 100% transparent (subject to the image itself) black being 0% transparent, grey values representing the different levels between the two extremes &#8211; this modulates the image mapped to the material with respect to the <b>Fac<\/b> value set in the <b>Mix Shader<\/b> &#8211; at <strong>0.500<\/strong> a fully transparent material is actually displaying the image with 50% opacity\/transparency.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-color-vector.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-color-vector.jpg\" alt=\"Modifying transparency using Color\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The degree of transparency for basic Cycles materials can be modified using the <b>Color<\/b> vector of the <b>Transparent BSDF<\/b> node, white = 100%, black 0% transparent, changed to black the texture shown above is completely opaque regardless of any properties the image might include.<\/i><\/p>\n<p>To change the Materials overall transparency using the <b>Alpha<\/b> vector, towards the bottom of the <b>Principled BSDF<\/b> node is the <b>Alpha<\/b> vector. To modify the material change the numerical value from <b>1.000<\/b> (100% opaque) to a lower value, or <b>0.000<\/b> to make the material partially or fully transparent (1005 transparent).<\/p>\n<blockquote><p><b>Design note<\/b>: this changes the overall material transparency not just the image mapped to it, and as with <strong>Color<\/strong> modification, is modulated through the <b>Fac<\/b> vector of the <b>Mix Shader<\/b>.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-alpha-vector.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-alpha-vector.jpg\" alt=\"Modifying transparency using Alpha\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using the <b>Alpha<\/b> vector of <b>Principled BSDF<\/b> the overall materials transparency (visibility) can be modified &#8211; changing the numerical value from <b>1.000<\/b>, fully opaque, to another value for partial transparency, or <b>0.000<\/b> full transparency, the entire material can be affected.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"transparency-with-alpha\"><\/span>Transparency with Alpha<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>To control material transparency in Cycles using image that&#8217;s carrying <b>alpha channel<\/b> data (RGB+A), the materials set up is exactly the same as outlined above with the exception that the <b>Image Texture<\/b> node can be linked to the <b>Mix Shader<\/b> to control transparency. To do this link the <b>Alpha<\/b> output of the <i>Image Texture<\/i> node [7] to the <b>Fac<\/b> input of the <i>Mix Shader<\/i> [8], doing this instructs the material to use the alpha channel values attributed to the image.<\/p>\n<blockquote><p><b>Design note<\/b>: when using images that include an alpha channel the <b>Color<\/b> vector attributed to the <b>Transparent BSDF<\/b> node acts as a master control over the entire material, if <b>white<\/b> (default) areas defined by the included alpha channel display fully transparent, if <b>black<\/b> transparent areas similarly defined by the alpha channel display opaque (black). This means when using alpha-based transparency the materials overall opacity can be modified by two controls; 1) the materials properties and 2) the image alpha itself.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-alpha-color.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-alpha-color.jpg\" alt=\"Changing colour value for opacity\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The <b>Color<\/b> value attributed to the <b>Transparent BSDF<\/b> node controls the overall degree of transparency described by any image-based alpha, set to black the alpha channel data is ignored and textured rendered fully opaque (white is the default and renders fully transparent).<\/i><\/p>\n<p>Using the same node set up, and the inclusion of an alpha channelled image, <b>transparency can be inverted<\/b> by swapping the <b>Shader<\/b> inputs of the <b>Mix Shader<\/b> &#8211; both input should be from the <b>BSDF<\/b> outputs of <b>Transparent BSDF<\/b> [red] and <b>Principled BSDF<\/b> [green].<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-alpha-invert.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-alpha-invert.jpg\" alt=\"Swapping Shader inputs to invert alpha\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Mix Shader inputs can be swapped to invert alpha-based transparency.<\/i><\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-with-alpha.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-with-alpha.jpg\" alt=\"Cycles and Alpha based transparency\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Transparency can also be determined by image based alpha &#8211; using the same node set up for a standard material, linking the <b>Image Texture<\/b> (<b>Alpha<\/b> vector output) [7] to the <b>Mix Shader<\/b> (<b>Fac<\/b> vector input) [8] instructs Blender to use the included alpha channel data for transparency.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"video\"><\/span>Video<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/glYNIxagCRg\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<p><i>Walk-through setting up a basic transparent material using the Cycles render engine.<\/i><\/p>\n<p><center>&bull; &bull; &bull;<\/center><\/p>\n<h3><span class=\"ez-toc-section\" id=\"blender-29030-blend-mode\"><\/span>Blender 2.90+\/3.0+ Blend Mode<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>For Blender 2.90+ and above (incl. Blender 3.0+ series), the <b>Blend Mode<\/b> settings necessary to engage transparency have been moved to <b>Viewport Display<\/b>. Once the basic nodes have been set up to create a transparent material, in <b>Material Properties<\/b> [1] scroll down to the <b>Viewport Display<\/b> sub-section [2], instead of Settings, and expand the options (click the black arrow) to expose the <b>Blend Mode<\/b> and <b>Shadow Mode<\/b> options [3]. Click the drop-down menu and select the appropriate option; <b>Alpha Clip<\/b>, <b>Alpha Blend<\/b> or <b>Alpha Hash<\/b>.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-viewport-display.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-viewport-display.jpg\" alt=\"Blend Mode is in Viewport Display\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-transparency-viewport-display.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/cycles-transparency-viewport-display.jpg\" alt=\"Blender 2.90+ Cycles Transparency\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>For Blender 2.90 and above, when using Cycles render engine, setting the Blend Mode for a transparent material is found in <b>Viewport Display<\/b> options [3] of the selected material not Settings.<\/i><\/p>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 100%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/LL-i06wbw2M\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<p><i>Walk-through setting up a basic transparent material using the Cycles render engine in Blender 2.90+ and above.<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":2667,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,230],"tags":[186,456,565,566,387,307,564,561,220,562,486],"class_list":["post-1801","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-tutorials","tag-alpha-channel","tag-blend-mode","tag-cycles","tag-eevee","tag-material-output","tag-material-properties","tag-mix-shader","tag-render-engine","tag-transparency","tag-transparent-bsdf","tag-viewport-display"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/1801","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=1801"}],"version-history":[{"count":7,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/1801\/revisions"}],"predecessor-version":[{"id":6895,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/1801\/revisions\/6895"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/2667"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=1801"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=1801"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=1801"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}