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Fynn Ribbeck avatar image
Fynn Ribbeck asked ·

Alpha troubles with layered textures that are rigged separately

Hi, I am trying to make the textures on the R23 toon rig template to Arnold textures, but there seems to be a problem with alphas that I can't get my head around. There is one singular eyeball mesh that has two rigged textures on it that can be driven via Xpresso. I want to keep that functionality, so I have to adapt to the way the textures are laid out in the rig.

The pupil is on top of the iris, so there would need to be an alpha on the pupil material that lets the iris material come through it. I have tried using the cutout opacity and opaque settings to no success so far. Any ideas?

I have attached the setup as a screenshot

c4dtoatexturealpha for geometry
eyeball-toon.jpg (9.8 KiB)
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Peter Horvath avatar image
Peter Horvath answered ·

Did you try using the Alpha (stacking) tab of the pupil material? You can use a texture or set the mode to 'Shader network' and use a circular type ramp shader.

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Fynn Ribbeck avatar image
Fynn Ribbeck answered ·

Perfect! Thank you, I never thought about that, I was always fiddling within the node editor

It works perfectly, I just connected the same ramp that I was using for the cutout opacity before into the alpha stacking tab and it works exactly as it should :)

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