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Transparent Shader must go into the upper slot of the Mix Node.
Film -> Transparent that means your World Background (HDRI or whatever you use) is not included in the render and is output as alpha instead.
I'm not looking for a transparent background either, unfortunately search results consist of that and other irrelevant topics
But thank you for suggesting, anything counts
Then connect the BSDF to the material output.
It will not appear as transparent in material preview mode, and may even look like nothing has changed from the Gyazo captures sent here. It would appear as intended in the rendered view mode, if the alpha of the source image itself is set right.
I'm not sure what's shown in the second image, but Ambient Occlusion isn't very useful on a mesh like this.
My guess is that you're trying to put emissive squares in certain places using the AO to dictate where.
If the corbot_nrm image is a properly coloured normal map, it can be connected directly to the BSDF normal input socket. If it's a heightmap/bumpmap, connect it using a bump node instead of the one currently used.
If I understand you correctly, this image is all you need to achieve what you want. The main thing being that in the "material properties" tab on the right, under "settings" you have to change the blend and shadow modes to something other than the default "opaque". That's how you actually enable transparency in the viewport/render.
The setting shown will only affect the viewport and not the render, as it is found under the Viewport Display settings. It is handy to know this setting exists to see if the Alpha is working without having to check in a render or render preview.
Even if it's not changed from opaque, the render would still use the correct alpha if the nodes are set up correctly.
This is my layout for EEVEE (surface bump mapping):
https://gyazo.com/b9f61a6fe6ee4b7f1e5c9e5b21b2d52e
Here is my layout for the transparent layer, if I wanted to use EEVEE (respective render):
https://gyazo.com/a4a56e2eb140d9821fc54bdaf648213a
This works just fine in EEVEE, but for Cycles, working transparency demands a transparent BDSF and thus the settings for viewport alpha clip and etc does not show up at all.
As for the AO, I'm simply using it as AO. I have emissive nodes set up in the Principled BDSF and need not worry about them.
I am trying to find a way to paste these vinyls onto the object. I know a lot of things were said but I'm hoping this answers all of them in one go.
I think a big question here is how I can cram so many things in through a mix shader? I've got emission, bump mapping, AO (Which I would like to keep) and then our pesky vinyls. I am imagining a very nasty looking node tree. Principled BDSF covers all of this, so what do I do with cycles if it refuses alpha (and every texture I have uses alpha!)
Thank you all again for your suggestions, I should've elaborated more on my part.
For a simply transparent texture (like the leaf of a tree) plug the alpha output of the texture into the alpha input of the principled shader, as shown above in the image by mr munkee.
For a decal, mix the underlying material with the decal material using the alpha output of the decal texture as mix factor (switch the two mix inputs in case it doesn't work correctly). You have to mix them anyways, so not sure what you mean by "cramming so many things through a mix shader".
Also, good materials have many shaders and/or textures that are mixed based on all kinds of criteria. There are tools to organize your nodes (like groups), it's completely normal to get a "nasty looking" node tree.
You may just have to show me a node example. I've done so many different combinations that I'm just making a mess of myself.
I know it's as simple as plugging in the alpha node but it just refuses to work in cycles, no matter what combination I'm using, hence the title of this thread. I'm starting to get nonsensical looking trees only to receive the same results.
I'm certain this is a learning opportunity for me, I must be missing something
(Edit: with the hull material set on the faces underneath the duplicated decal faces, of course.)
Decal Texture | color -> color | Decal Shader (e.g. principledBSDF) -> shader1 | Mix Shader
Decal Texture | alpha -> factor | Mix Shader
Whatever your underlying material is (e.g. another principledBSDF) -> shader2 | Mix Shader
And then of course the mix shader node into the material output.
Alternatively, if you only care about the color of the decal and nothing else:
Decal Texture | color -> color1| mixRGB
Decal Texture | alpha -> factor | mixRGB
Texture of stuff below (or simple RGB node) | color -> color2 | mixRGB
Then use the output of the mixRGB to go into your color slot of the principledBSDF.
Edit: Switch the two inputs of the mix nodes if it doesn't work correctly. Also try thinking of the alpha channel as a mask that tells Blender where which material/color is supposed to go (hence using it as factor), not as actual transparency in and of itself.
No, please don't do that. Apart from issues like z-fighting, it's simply not good practice.
And even if it isn't "good practice", sometimes it's better to just go for the simple solution than to try all the "better" alternatives. Occam's razor and all that.
https://imgur.com/a/nrKuoMe
This image shows the paint material and the logo being "combined" as a single material, and you can see the individual image with it's alpha in the bottom left that's being combined with the "paint" I made.
I do agree that their way works quite well, and I just recreated it myself to upload an image here for the other person, but it seems you beat me to it.
It looked almost the same as this example, but without the alpha going into the BSDF.