For more information on layered shaders, see
Layered shaders.
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the
Create bar.
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.