I have issues with the Custom Alpha material template;
the opacity channel seem to be very insensitive; I need to force the opacity map level very low in Substance Painter to be noticeable in D5 (around 25%).
In D5 render
in Substance Painter
I have issues with the Custom Alpha material template;
the opacity channel seem to be very insensitive; I need to force the opacity map level very low in Substance Painter to be noticeable in D5 (around 25%).
Then if I put a low opacity value (typically 25% or lower), the transparency appears in D5 but it’s weird as I lose the glossiness of the glass. The opacity is 100 or 0%. No in between values?
Do you mean we should have a slider bar to control it precisely, right?thank you for your advice.
I meant I have a problem in the way opacity/transparency is obtained right now, as I can’t get semi transparent areas; they are wether opaque wether totally transparent. I don’t know if I made a mistake anywhere but D5 transparency doesn’t work as Substance Painter does. I tried several things, like tweaking the metalness of the transparent areas, but it was worse
Besides, having a slider newt to the Opacity Map to increase or decrease the effect of the opacity map would be interesting, I guess.
Got it, thank you for your advice! I have shared with the team.
Opacity map seem to work like a clip map, 1 or 0, not a gradient map like in 32bit png.
Thank you, have reported last time, and we will improve it in the future.
It seems there’s still no improvement on this subject. I thought semi transparent glass was a hint that this issue was addressed, but nope… Is this so difficult to add 8bit greys support in the alpha channel / opacity map of the Custom Alpha materials?
I think alpha should be supported by default in the Base material (by the alpha contained in the diffuse/basecolor RGBA map) and the Custom Alpha material should only be used if you want to override this alpha map by another “custom” one.