But the thing is that it makes all the dirt black, there’s no color at all, and you don’t really see the opacity of the glass. I tried to put the alpha of the base color map, but it gives the same thing.
Upon searching, I saw people saying that switching the material to masked and so putting the opacity mask in the other channel can work, and well, I have the colors now, but it doesn’t show the glass opacity again, and it shows the blood a bit too much in the shadow (but it might just be my lights inside, I didn’t really tweaked it for now)
I forgot to say, that’s how I did it. They share the same base color, roughness and metallic map, but the object have two different materials, one for the glass part, and the other for the plastic and metallic parts.
I suggest finding a material or a project that has a similar material/shader as the one you need. Then look at the shader options on the left side and see if there are any differences.
That’s the tutorial where I saw I could plug the alpha of the base color in the opacity x) But I don’t understand how he can get the glass opacity and not me…
I think I was just a victim, lol. I added a stronger light, and the colors began to appear. I added a multiply as you said and now I see a bit more the opacity of the glass. I’ll have to tweak the opacity of the blood, now too present, but I think I have something. One last thing, so using the opacity doesn’t alter the shadows, like using the opacity mask would. Is there a way to combine both ?
That’s what I was thinking too. I’ll do some more researches, I would prefer to not have mesh overlapping, but if it’s the only solution, I’ll have to do it x). But thanks for your help !