grendizer Posted January 23, 2021 Share Posted January 23, 2021 Here an image I did to explain the problem. The situation is very simple and I don't understand why it does not work... I put some yellow color on my sphere using a color geometry node, and I added a blue Principled Shader on sphere_object1 > tab Render > Material. So my sphere is green. in Principled shader > tab Surface > "use point color" is checked. In tab Opacity > when I move the "opacity scale" slider, everything works fine. The Sphere is still green! But I want to connect some nodes into this "opacity scale" slider, and as soon as I connect something in it, the sphere_object1's points colors is lost! The yellow is gone and only the blue base color remains, so the sphere is now blue! why WHY WHY? By the way, is the "add constant" the right way to put a value into a "multiply" node? Thanks and see you soon! Gz Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 23, 2021 Share Posted January 23, 2021 @grendizer Hm --Try also to make attr Alpha and then see what Happens ...and bind those values and mix and read Help Have Fun . Quote Link to comment Share on other sites More sharing options...
grendizer Posted January 23, 2021 Author Share Posted January 23, 2021 Hello Librarian, thanks for your help. What you suggest works well with my Sphere example scene. However, it does not work with my real Particles scene, please take a lok at the attached image. Plugin the color (Cd) into the "opacity color" input does not work because I'm afraid the opacity color is not the same as the Base Color. It uses the color of the object to decide what's opaque and what's not, and so it differs from the original colors. Thanks for the advice to use the Alpha attribute. I used it in a Bind node and I tried to plug it in "opac" and "opaccolor" but it does not brings good results. I'm still wondering WHY the points color disapear when I plug ANYTHING into "opac". Thanks and see you soon, Gz Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 23, 2021 Share Posted January 23, 2021 Try to play inside-shader allow editing context Surface Color Uttil and you gonna see this *image..but you must follow the Line, I don't Have your scene so we gonna assume everything Today check the use pointColor Quote Link to comment Share on other sites More sharing options...
grendizer Posted January 23, 2021 Author Share Posted January 23, 2021 Hey Librarian. Ok here's my scene. "allow editing content": wow it's a big mess inside. Should I search inside all these nodes for the right option? Isn't there a better solution for this? "surface color (shading (utilities) )" : yeah I tried this before and I checked "use Point Color" before. I tried to plug it into "opac" or "opaccolor" but I couldn't get good results. If you know a way to use it right, it would be great. Thanks again for your help. Tr3d_EnergyBall_Preparation.hiplc Quote Link to comment Share on other sites More sharing options...
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