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I have a texture I got from the BlenderKit addon on which i'm trying to add some "droplets" using a Refraction BSDF node, however when I mix the original shader with my Refraction BSDF (the droplets), it creates a transparency.
I tried setting the fac to some values but couldn't get the droplets without causing a transparency.

The shaders combined with Fac 0.500:

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The original shader from BlenderKit only:

enter image description here

The "dropplets" shader only:

enter image description here

Note: There is a pink light inside the cube so we can see the transparency explicitly.

Is there a way to get the droplets on my texture without causing a transparency ?

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  • $\begingroup$ Post pics of the rest of you shader tree, there's a whole nother mix shader at the top left that might have inputs that is causing it $\endgroup$
    – Jakemoyo
    Commented May 4, 2022 at 20:33
  • $\begingroup$ Sure I can but is it really possible considering that shader alone has no transparency (as you can see in my screenshots) ? $\endgroup$
    – Monstar
    Commented May 4, 2022 at 20:46
  • $\begingroup$ Use the black and white map as the Factor of the mix shader, leaving the BSDF attached to the bottom socket. $\endgroup$ Commented Jul 1, 2022 at 15:19

1 Answer 1

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I fixed it by using a principled BSDF instead of a Refraction BSDF :

enter image description here

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