Trying to add a shadow to my masked out moon using the same mask but with an offset. Instead of creating a shadow it makes it half transparent. Now I have floating bananas.
I don’t get it, the lerp node asks for an alpha. I just want it to use the alpha to blend, I don’t want it to ask for a second opinion from the texture sample.
Any solution?
Changing the shadow colour from black to red yields this result:
It’s opaque. It’s a standard sky sphere with the exception of the nodes in the screenshots. The material was an unlit material, meaning only an emissive node. I thought to myself, black doesn’t emit, maybe that’s the problem, so I changed to default lit and there’s literally no difference in blending. It’s got to be something to do with the lerp’s, if I change the colour from black to bright red, it works. Problem is, I don’t want a bright red shadow lol.
Linear Interpolation doesn’t add black colour from B to A based on alpha, it removes colour from A based on alpha. I was removing colour from the moon only and as a result it looked transparent where the shadow was. I needed to remove colour from the stars as well but not the clouds.
It is a pain in the ■■■, there’s no denying that, I wish I could just say add black to A based on alpha but no. There must be another way.
I any case, sorting the layering out so I was using lerp to remove colour from the moon and stars yielded success. Working with sphere masks for the moon is a nightmare but I ended up getting these results Imgur: The magic of the Internet
It’s ok, well no It’s pretty bad to be honest, it’s so bland it doesn’t fit with the world, lacking texture.
I think I’m going to try a static mesh instead, offset far away from a centre pivot and just rotate that when I’m rotating the moonlight. Not sure how to go about the Earth shadows on it yet.