{"id":8084,"date":"2024-01-24T17:53:48","date_gmt":"2024-01-24T17:53:48","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=8084"},"modified":"2024-03-31T14:47:43","modified_gmt":"2024-03-31T13:47:43","slug":"eevee-transparency","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/eevee-transparency\/","title":{"rendered":"Eevee, Transparency &#038; Blender 4.x+"},"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-69f96ba1d4f3e\" 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-69f96ba1d4f3e\"  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\/eevee-transparency\/#general-changes\" >General Changes<\/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\/eevee-transparency\/#eevee-principled-bsdf-alpha\" >Eevee: Principled BSDF Alpha<\/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\/eevee-transparency\/#eevee-image-based-alpha\" >Eevee: Image Based Alpha<\/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\/eevee-transparency\/#eevee-opacity-map\" >Eevee: Opacity Map<\/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\/eevee-transparency\/#eevee-clip-mask\" >Eevee: Clip Mask<\/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\/eevee-transparency\/#eevee-transparent-bsdf\" >Eevee: Transparent BSDF<\/a><\/li><\/ul><\/nav><\/div>\n<p><b>Blender 4.0+<\/b> introduces a slight re-organisation of the material system to accommodate some new features. While transparency itself remains the same in terms of how it&#8217;s rendered, they way each type is set up differs a little from previous releases of Blender from an organisational point of view. Updated for <b>Blender 4.0+<\/b>, how each type of transparent material is set up is outlined below.<\/p>\n<h3><span class=\"ez-toc-section\" id=\"general-changes\"><\/span>General Changes<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>As briefly mentioned above the interface has been reorganised slightly so material properties and\/or shader effects are collated together, essentially by &#8216;type&#8217; or &#8216;likeness&#8217;. For Blender 3.6 or below, in Material Properties, options are <em>listed<\/em> [1], whereas in Blender 4.0 and above, they are <em>grouped<\/em> [2].<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/material-properties-36.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/material-properties-36.jpg\" alt=\"Material Properties 3.x\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Material properties and options are listed [1] in Blender 3.6 or below&#8230;<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/material-properties-40.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/material-properties-40.jpg\" alt=\"Material Properties Blender 4.x\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>&#8230; whereas in Blender 4.x and above, they are grouped [2].<\/i><\/p>\n<p>The same holds true for material nodes in <strong>Shading Workspace<\/strong>; in the Node Editor <b>Principled BSDF<\/b> for example, <em>lists<\/em> [3] material properties in Blender 3.6 or below, or <i>groups<\/i> [4] them for Blender 4.x and above. Menus too, have been updated from options being <em>listed<\/em> [5], to grouping [6].<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/node-editor-36.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/node-editor-36.jpg\" alt=\"Material Properties 3.x\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In Shading Workspace material nodes list [3] the available options in Principle BSDF for example, and the Add menu options [5]&#8230;<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/node-editor-40.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/node-editor-40.jpg\" alt=\"Material Properties Blender 4.x\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>&#8230; whereas in Blender 4.x and above, the same options on Principled BSDF are grouped [4], and similarly for the menus, options are grouped [6].<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"eevee-principled-bsdf-alpha\"><\/span>Eevee: Principled BSDF Alpha<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In this context <strong><em>basic alpha transparency<\/em><\/strong> refers to using the <strong>Alpha<\/strong> property of the <strong>Principled BSDF<\/strong> node. To use, ensure the <strong>Blend Mode<\/strong> under <strong>Settings<\/strong> in <strong>Material Properties<\/strong> is set appropriately, e.g. <strong>Alpha Blend<\/strong> [7], then in the <strong>Principled BSDF<\/strong> node, change the <strong>Alpha<\/strong> [8] input value &#8211; click-drag or click then type, 0.000 = fully transparent, 1.000 = fully opaque.<\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><strong>Important<\/strong>: for all Eevee based transparent materials, <strong>Blend Mode<\/strong> can be found under <strong>Settings<\/strong> in <strong>Material Properties<\/strong>.<\/p><\/blockquote>\n<blockquote><p><b>Design note<\/b>: image-base alpha channel transparency is essentially ignored using Principled BSDF simple Alpha; if the value is changed the entire image, and any image-base alpha it may carry, will change also. There may also be <a href=\"https:\/\/www.katsbits.com\/codex\/sort-order\/\">(alpha) Sort issues<\/a> when setting up and using transparency in this way.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-principled-bsdf-alpha.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-principled-bsdf-alpha.jpg\" alt=\"Basic Principled BSDF Alpha\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Basic material transparency can be done using the Alpha input of Principled BSDF. First make sure the materials <strong>Blend Mode<\/strong> is set [7], then change the <strong>Alpha<\/strong> [8] input value to alter the materials overall level of transparency.<\/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\/LqMVQy2vo_4?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"eevee-image-based-alpha\"><\/span>Eevee: Image Based Alpha<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Basic image-based transparency refers to materials where transparency is controlled by an image, or more specifically, the alpha channel saved with the it, the <strong>A<\/strong> of an <strong>RGB<em>A<\/em><\/strong> image (Red\/Green\/Blue\/Alpha). <\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><strong>Important<\/strong>: image-based transparency defines the effect relative to the image itself, not necessarily the overall material. This allows the materials overall transparency to be separately controlled apart from the image alpha.<\/p><\/blockquote>\n<p>To set up, in Material Properties ensure <strong>Blend Mode<\/strong> [9] is set appropriately, then in Shading Workspace drop in an <strong>Image Texture<\/strong> node &#8211; <strong><em>Add \u00bb Texture \u00bb Image Texture<\/em><\/strong>. Load in an image that includes an alpha mask\/channel. Finally link the <strong>Alpha<\/strong> <em>output<\/em> of the Image Texture node to the <strong>Alpha<\/strong> <em>input<\/em> [10] of Principled BSDF.<\/p>\n<blockquote><p><strong>Design note<\/strong>: for image-based alpha the materials Blend Mode determines how transparency is rendered; <strong>Alpha Blend<\/strong> and <strong>Alpha Hashed<\/strong> for variable transparency, <strong>Alpha Clip<\/strong> for delineated transparency that&#8217;s defined by a threshold (see Alpha Clip below).<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-image-alpha-transparency.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-image-alpha-transparency.jpg\" alt=\"Basic image-based transparency\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>For image-based transparency ensure the materials Blend Mode is set [9] before linking the Image Texture&#8217;s <strong>Alpha<\/strong> output to the corresponding input (Alpha) [10] on Principled BSDF.<\/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\/9BSVd-BYQhM?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"eevee-opacity-map\"><\/span>Eevee: Opacity Map<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>An alternative approach to controlling transparency using images is to utilise an <strong>opacity map<\/strong>, a grey-scale image that define <em>variable transparency<\/em>, or a black and white image that acts as a <em>stencil<\/em> or <em>mask<\/em>. <\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><strong>Important<\/strong>: similar to image-based transparency, using a separate opacity map defines the effect relative to the images themselves, not necessarily the overall material. This again, allows the materials overall transparency to be controlled separately.<\/p><\/blockquote>\n<p>To do this, make sure the materials <strong>Blend Mode<\/strong> [11] is appropriately set in <strong>Settings<\/strong>, then to the basic material add an <strong>Image Texture<\/strong> node to define the <em>diffuse<\/em> aspect of the material &#8211; <strong><em>Add \u00bb Texture \u00bb Image Texture<\/em><\/strong>. To this load in a <em>diffuse<\/em> image, what&#8217;s actually seen on an object, and link <strong>Color<\/strong> <em>output<\/em> to <strong>Base Color<\/strong> <em>input<\/em> of Principle BSDF. Add a <em>second<\/em> <strong>Image Texture<\/strong> [12] node and to this load in the grey-scale\/black and white opacity map image. Finally link this new nodes <strong>Color<\/strong> <em>output<\/em> to the <strong>Alpha<\/strong> <em>input<\/em> [13] of Principle BSDF. Depending on the type of image used for the opacity map, and the Blend Mode set, the material will render transparent appropriately.<\/p>\n<blockquote><p><strong>Design note<\/strong>: using a &#8216;mask&#8217; or &#8216;stencil&#8217; style opacity map typically means setting <strong>Alpha Clip<\/strong> as the Blend Mode, which in turn requires the <strong>Clip Threshold<\/strong> to be set. <a href=\"#eevee-clip-mask\">See Clip Mask below<\/a>.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-opacity-map-transparency.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-opacity-map-transparency.jpg\" alt=\"Opacity map transparency\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using a separate image to define transparency; make sure Blend Mode [11] is set, add a second <strong>Image Texture<\/strong> [13] node to house the opacity map, then link this nodes <strong>Color<\/strong> output to Principled BSDF&#8217;s <strong>Alpha<\/strong> input.<\/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\/DgLehyvG8d8?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"eevee-clip-mask\"><\/span>Eevee: Clip Mask<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Using a clip mask is identical to using an opacity mask in that both material types define transparency using an image. The difference comes from the image used, typically black and white for a clip mask, and the Blend Mode being set to Alpha Clip to essentially stencil the transparency.<\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><strong>Important<\/strong>: as with other image-based transparency, clip masks defines the effect relative to the images themselves, not necessarily the overall material. This similarly accommodates the overall material transparency being controlled separately.<\/p><\/blockquote>\n<p>To do this, under <strong>Settings<\/strong> in Material Properties, change the <strong>Blend Mode<\/strong> to <strong>Alpha Clip<\/strong> [14] and set an appropriate <strong>Clip Threshold<\/strong>, typically <strong>0.500<\/strong> [15] &#8211; <strong>Clip Threshold: 0.500<\/strong>. In Shading Workspace add an <strong>Image Texture<\/strong> node and load in an image. Link <strong>Color<\/strong> <em>output<\/em> from the Image Texture to <strong>Base Color<\/strong> <em>input<\/em> of Principled BSDF. Finally, if the image has an included alpha channel, link <strong>Alpha<\/strong> <em>output<\/em> from the Image Texture node to the Principle BSDF&#8217;s <strong>Alpha<\/strong> <em>input<\/em> [16]. With Clip Alpha set, transparency will be rendered relative to the image and the <strong>Clip Threshold<\/strong> value.<\/p>\n<blockquote><p><strong>Design note<\/strong>: when using a separate image to define transparency per an opacify map, add in a second Image Texture node to carry this image and then link its <strong>Color<\/strong> <em>output<\/em> to <strong>Alpha<\/strong> <em>input<\/em> of Principled BSDF [i], and ensure the <strong>Blend Mode<\/strong> is set to <strong>Alpha Clip<\/strong> [ii] and a <strong>Clip Threshold<\/strong> [iii] has been set. The result should be the same, transparency rendered relative to the image and threshold set.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-opacity-map-clip-mask.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-opacity-map-clip-mask.jpg\" alt=\"Clip Mask separate image\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Mask based transparency can also be done using a separate image added to its own Image Texture node. This can then be link to Principled BSDF, <strong>Color<\/strong> to <strong>Alpha<\/strong>. Ensure <strong>Alpha Clip<\/strong> [ii] and <strong>Clip Threshold<\/strong> [iii] is set.<\/i><\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-opacity-map-clip-alpha.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-opacity-map-clip-alpha.jpg\" alt=\"Basic Clip mask\/alpha transparency\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Setting up &#8216;clip&#8217; based transparency is identical to other image-based transparency except for <strong>Alpha Clip<\/strong> being the Blend Mode [14] and <strong>Clip Threshold<\/strong> [15] being used, and then linking <strong>Alpha<\/strong> to <strong>Alpha<\/strong> [16] between nodes.<\/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\/x9wGLQgZzWM?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<h3><span class=\"ez-toc-section\" id=\"eevee-transparent-bsdf\"><\/span>Eevee: Transparent BSDF<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>To accommodate more complex transparency the <strong>Transparent BSDF<\/strong> node can drop into a material tree, where transparency then behaves similar to Principled BSDF&#8217;s variable Alpha value. To do this, create a standard material, with an image carrying Image Texture node, linked to Principled BSDF. Set the materials <strong>Blend Mode<\/strong> appropriately and drop two additional nodes into the tree; <strong>Mix Shader<\/strong> and <strong>Transparent BSDF<\/strong> &#8211; <strong><em>Add \u00bb Shader \u00bb Mix Shader<\/em><\/strong>. Link both <strong>BSDF<\/strong> <em>outputs<\/em> from Transparent BSDF and Principled BSDF to the <strong>Shader<\/strong> <em>inputs<\/em> of the Mix Shader, one output to one input. Next link the <strong>Shader<\/strong> <em>output<\/em> of the Mix Shader to the <strong>Surface<\/strong> <em>input<\/em> of Material Output. Once everything is linked up the <strong>Fac<\/strong> variable of Mix Shader can be changed to increase or decrease the overall materials transparency, e.g. <strong>Fac 0.000<\/strong> full transparency, <strong>Fac 1.000<\/strong> full opacity (0 transparency).<\/p>\n<blockquote><p><strong>Design note<\/strong>: adding Transparent BSDF to a material allows transparency to be changed independently of any image-based alpha transparency associated with the material. In other words, an alpha mask might stencil some framed text when linked to Principle BSDF&#8217;s Alpha input [iv] which, with the inclusion of Transparent BSDF, can then be modified setting the Fac [v] variable to change the overall materials transparency &#8211; this could be used to hide an alpha transparent object that is then revealed as part of an animated sequence.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-transparent-bsdf-alpha.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-transparent-bsdf-alpha.jpg\" alt=\"Augmenting Transparency\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Augmenting image-based alpha transparency with Transparent BSDF. Image-based <strong>Alpha<\/strong> [iv] can be adjust further using the Max Shader&#8217;s <strong>Fac<\/strong> [v] input.<\/i>\n<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-transparent-bsdf.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/transparency\/basic-transparent-bsdf.jpg\" alt=\"Simple Transparent BSDF\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>To make more complex materials Transparent BSDF can be used. In the Node editor drop in a <strong>Transparent BSDF<\/strong> [17] and <strong>Mix Shader<\/strong> [18] nodes. Link Transparent and Principled BSDF to Mix Shader [19] then use Fac to set the level of transparency.<\/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\/o8k9TmMfRqc?rel=0\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":8370,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,230],"tags":[185,456,1068,1059,565,566,103,221,834,388,220,562],"class_list":["post-8084","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-tutorials","tag-alpha-mask","tag-blend-mode","tag-blender-3-x","tag-blender-4-x","tag-cycles","tag-eevee","tag-materials","tag-opacity-map","tag-opacity-mask","tag-principled-bsdf","tag-transparency","tag-transparent-bsdf"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/8084","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=8084"}],"version-history":[{"count":36,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/8084\/revisions"}],"predecessor-version":[{"id":8690,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/8084\/revisions\/8690"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/8370"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=8084"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=8084"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=8084"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}