Transparency
Visible, invisible, or see-through pixels.
✦ BLENDER BASICS · LESSON 10 · BLENDER 5.2 ✦
A delicate wing, raised ornamental details, and polished gold can all begin as pictures. Discover what each map does and when to use it.
WHAT YOU’LL LEARN
YOU ONLY NEED
Blender 5.2, a plane or cube, and the matching practice PNGs from the linked Workshop guides.
START HERE
In Lesson 09, you used an image to give a mesh visible color. This time, images will do three different jobs: hide or soften parts of a surface, make details catch the light, and control shine.
We've already made two complete resource guides—with practice PNGs and detailed Blender and in-world instructions. Rather than duplicate those guides, this lesson gives you a clear starting path and links directly to each one.
Important: Transparent pixels are real alpha values, not a checkerboard painted into the image. A normal map changes how a surface is lit, not its silhouette. A classic SL/OpenSim specular map is not interchangeable with Blender's Roughness input.
KEEP THIS HANDY
Visible, invisible, or see-through pixels.
A blue-purple map changes the lighting, not the mesh.
Lower is shinier. Higher makes reflections blurrier.
WHERE THE LIGHT CAN PASS THROUGH
The alpha channel of a PNG tells Blender which pixels are visible. Opaque parts have high alpha, invisible areas have zero, and sheer areas fall between those values.
Download amethyst wings PNG ↓Download golden lace PNG ↓
Open the Alpha & Transparency Guide · Practice PNGs and full steps


Illustrated Blender-style guides; labels may look a little different depending on your workspace and render engine.
DEPTH THAT APPEARS IN THE LIGHT
A normal map uses RGB colors to change the way lighting reacts to a surface. It makes tiny sculpted-looking details possible without adding geometry.
A LITTLE GLIMMER OF MAGIC
In Blender: A material's Roughness changes the sharpness of reflected highlights, while Metallic changes its metallic behavior. You can begin with sliders before adding any more images.
In classic OpenSim and Second Life materials: A separate specular texture can describe highlight color, and its alpha channel may be used for environment intensity. That is a different workflow from modern PBR materials.
A LITTLE WORKSHOP PRACTICE
Make three simple test objects—one for each effect—so you can see the difference without getting overwhelmed. Download the new practice images directly above, or visit the two specialist guides for the complete steps.
Put the alpha wing PNG onto a plane. Make sure the empty background truly disappears and the purple areas remain semi-transparent.
Put the matching color and normal images onto a plane or simple tile. Change the lighting to see the illusion of detail.
Try glossy and matte roughness settings. Then compare what classic specular maps do when you bring a creation in-world.
WHEN SOMETHING LOOKS WRONG
Check that the PNG has real transparency, then connect Image Texture Alpha to the Principled BSDF Alpha input.
Set the image to Non-Color, connect through a Normal Map node, and confirm the map convention and UVs.
Use Material Preview or a lit scene. Lower Roughness, adjust Metallic, and rotate your view or light.
Not always: classic materials and PBR follow different in-world workflows. Use the matching specialist guide for your grid.