Hi all,
I have written my own shading node that reads a texture and does some basic lighting (OpenGL Blinn style). Now I want to extend the node to use the alpha channel of the texture as transparency. However I can not find any information on how to do this.
I have compared my setup in the hypergraph with a default lambert shading node in Maya using a texture with alpha channel. This one works the way I want with the transparency. But all it does is that it reads the alpha channel from the texture, but the output is still an outColor of RGB. So where is the transparency out encoded?
Is it so that the lambert shading node perhaps reads the color already in the frame buffer and does manual blending based on texture alpha? Is this how one handles transparency in shading nodes in Maya? If so, how do I access the previous color?
Any help very much appreciated.
Thanks!