Layered Shader

 
 
 

For more information on layered shaders, see Layered shaders.

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Layered Shader Attributes

Transparency

Sets the material’s transparency. By default the material is semi-transparent.

Compositing Flag

Composites the layers in either Layer Shader node or Layer Texture node. Each mode calculates the transparency flag differently.

For more information, see Layered textures with the Layered Shader node.

Layer Shaders

The color and transparency are processed and passed together to the Layer Shaders. In other words, transparency is taken into consideration to modify the color before the color is reported to the Layer Shaders.

Layer Texture

Color and transparency are passed separately to the layered shader. In other words, color is reported to the Layer Shaders with no consideration of the transparency setting; transparency is passed as a separate channel. The color and transparency are then composited. However, this can lead to dark halos where the negative space of the alpha channel is represented.

Render Pass Mode

Use this attribute in conjunction with your multi-render passes workflow.

Passthrough

Shader does not affect render passes.

Apply to Render Passes

Perform the same operation on material render passes as is performed on the master beauty pass.

No Contribution

Shader does not contribute to render passes and blanks out contributions made by upstream shaders.

Write Shader Result to Beauty Passes

The color computed for the master beauty pass is propagated to all other beauty passes.

Hardware Shading Attributes

Hardware Color

Helps you distinguish the objects assigned to a layered shader in the views.

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