Closed emkajeej closed 6 months ago
I see that this is a duplicate of sorts of https://github.com/KhronosGroup/glTF-Blender-IO/issues/2176. Hopefully this (arguably workflow breaking) change will be reversed, as hundreds of blend files would now need manual updating before reexports are possible.
Hello, Yes, this is a duplicate of #2176
In 4.0, the alpha channel was created only from Red channel of the texture. In 4.1, no alpha is generated. Agree that the behavior changed. Was not right, and still is not right, not in the same way.
This will be solved by #2176
Describe the bug When connecting the color socket of an image that does not have an alpha channel to the alpha socket of the Principled BSDF, Blender correctly interprets black pixels als 0 alpha. When exported to a GLB, the tranparent pixels turn black.
This does not happen in Blender 4.0.
To Reproduce Steps to reproduce the behavior:
Expected behavior The black and white values of the image are interpreted as alpha values, allowing for more granular control of the material's transparency.
Screenshots
Here is the same file exported from 4.0:
.blend file/ .gltf (mandatory) alphamap.blend.zip
Version
Additional context Issue does not occur in v < 4.1.