Make object opacity parameter from 0 to 1 like in 3ds max and make it animation able
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a
alex4
22 Oct 2022
10 Comments
S
Steve
To everyone saying you can do it with a shader- that is not a solution.
L
Lauloque
you can do it in the shader
1
1D_Inc
Unless object has several materials
1
L
Lauloque
Fair point.
3
3di
add an attribute node to each material's alpha and then it'll dissapear for the entire object if that object has the attribute. You add the attribute in a geometry node modifier. Then you can keyframe the value driving the attribute on a per object basis.
L
Lauloque
Sure you can do that to, and it's probably faster to just make a driver from a custom property which you can copy and paste in two clicks.
But having it on object level would allow a more granular control. Also, I guess it could make sense to have this available on collections too 🤔
2
W
Wilphi
You can add a value node to one of your materials, connect it to the alpha. Than with only the value node selected hit ctrl+g (group it). Now you can add that group to any of your materials and when you open the group from any of your materials by hitting the tab key you can adjust the value node. Setting it to 0 will make any material transparent. That solution does only work if your objects have unique materials of cause. When they share the same material the objects will be invisible. so the solution od 3di is nicer =D
c
costa
You can use geometry nodes very easy to have some common attribute across the shaders
a
alex4Author
but what if its complex object with a lot of shaders and its parent/group? in 3ds max its applying to all objects and shaders in group
1
1D_Inc
It is problematic if materials of an object you want to hide presented in other part of a scene.
10 Comments
To everyone saying you can do it with a shader- that is not a solution.
you can do it in the shader
Unless object has several materials
Fair point.
add an attribute node to each material's alpha and then it'll dissapear for the entire object if that object has the attribute. You add the attribute in a geometry node modifier. Then you can keyframe the value driving the attribute on a per object basis.
Sure you can do that to, and it's probably faster to just make a driver from a custom property which you can copy and paste in two clicks.
But having it on object level would allow a more granular control. Also, I guess it could make sense to have this available on collections too 🤔
You can add a value node to one of your materials, connect it to the alpha. Than with only the value node selected hit ctrl+g (group it). Now you can add that group to any of your materials and when you open the group from any of your materials by hitting the tab key you can adjust the value node. Setting it to 0 will make any material transparent. That solution does only work if your objects have unique materials of cause. When they share the same material the objects will be invisible. so the solution od 3di is nicer =D
You can use geometry nodes very easy to have some common attribute across the shaders
but what if its complex object with a lot of shaders and its parent/group? in 3ds max its applying to all objects and shaders in group
It is problematic if materials of an object you want to hide presented in other part of a scene.