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Question by JeppeNygaard · May 07, 2011 at 07:51 PM · transparencyalpha-channelshadingsurfaceshaderself-illumination

surface shading with transparency

Hi All,

I've been fighting a little with this issue and I was hoping you could help.

I have an image of a cloud which I would like map on a plane maybe using the cloud's alpha to cut it out. My challenge is that the cloud has a semi-transparent dropshadow and at the same time I would like it NOT to be affected by lights in the scene (in maya called a surface shader - I believe this equals a self illum shader in unity?)

I've attached an image of the cloud to clarify my problem

Can someone help me here?

Thanks Jeppe

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Answer by ina · May 07, 2011 at 08:45 PM

Try importing the texture with alpha channels.

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avatar image JeppeNygaard · May 07, 2011 at 08:52 PM 0
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$$anonymous$$y problem is not really getting the alpha to work but more creating a material which is selfillu$$anonymous$$ating and evaluates the transparent and semi transparent parts of the image correctly. (I've went away from tga with alpha - I'm using the PSD file now ins$$anonymous$$d)

avatar image ina · May 07, 2011 at 11:34 PM 0
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Try using this as particles?

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