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# 9 06-12-2002 , 08:26 PM
BabyDuck's Avatar
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Join Date: Nov 2002
Location: USA
Posts: 1,170
i just created a real simple shading network for you needs.

you basically have 4 textures (file) and 2 checkers. the 4 textures are for:

color1: first color of the "color" checker
color2: second color of the "color" checker
color3: first color of the "transparency" checker
color4: second color of the "transparency" checker

the "color" checkers outcolor goes to color of the lambert (test_surface) and this is the surface shader of the test shading group (testSG).

the "transparency" checker connects to the transparency of test_surface.

important to note that both checkers share the same 2d placement (checker2D) this is so the color3 image controls the transparency of color1 and color4 controls color2 - this way you mess with only one placement to rotate the checker e.g.

that the files all share the same placement is only a habit of me. i dont like 100,000.00 things in my file. so unless i have to use 2 placements as one only takes part of the image, i merge them.

this should help you to set up a shading network where a checker has different transparency in both checker colors.

yeah of course it might go easier, if you want the 1st color and 1st transparency the same, just merge the file textures together or leave a color in the checker and assign a color instead of a connection ...