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Hi guys, hope you are having a great day.
I have textured an old mobile phone model, it has a screen made of a glass material with the opacity channel set. This works using the PBR metal/rough with alpha blending shader. But now im trying to add subsurface scattering to the rubber buttons (on a different texture set) and this shader doesn't allow me to add an SSS channel. I changed the shader to PBR Metal / rough and can now select a SSS channel. I made a SSS material and it is working well. However my glass material for the screen has lost its opacity after changing shader. When i revert back to PBR metal / rough with alpha blending, the SSS doesn't show. Is it possible to have both opacity and SSS channels. Is there another Shader that I should be using for this or another setting that I have missed.
Any help would be greatly appreciated, thank you.
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Any ideas anyone please?
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hi!
I'm having the same problem 😞
Did you figure it out?
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I think the only solution is pbr with alpha test, is not going to do a clean alpha blending but you can change to alpha blending shader to work the opacity parts well
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I haven't tried as yet, but have since learned that you can make a shader instance and use a different shader on different texture sets. So the buttons I can assign a shader capable of displaying SSS and then use a PBR Alpha blend shader on the screen for the opacity. I'm hopeful that this is he solution.
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omg yes it is, thanks for the shader instance tip, I have pbr metal rough in the skin tex set and pbr alpha blend in the rest, it works perfectly! 😄