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How to render alpha maps in Blender 3D and YafaRay for architecture


alpha-textures-yafaray-render-architecture-06Okay, let's do some more Yarafay news: a tutorial by Allan Brito on the use of Alpha maps.

Allan Brito writes:

In one of the articles of the blog I have written about the setup of alpha maps in LuxRender, to render trees and other elements that could be created and rendered with textures, especially vegetation for external architectural visualization. Since then, a lot of people ask me about the same technique applied to YafaRay. Is that possible? Of course it is! But, the workflow to get the same results with 2d cutout trees or people is different in YafaRay.


About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. Bart has always been like this, linking wrong pages(sometimes not even giving any link)
    Now I have a reason to use AdBlock Plus on this website.

  2. lol -back to raycasting, right XD

    I just had the wierdest thought about N-Gons..

    "N-GONS the next step in mesh topology..

    N-Gons, cause poles are for strippers >.>.."

    I can't see myself using N-Gons.. I racked my brain on poles for so long that it's
    all I know now XD

    ps: this is how the modeler should've done the arches he was complaining about in the link on this article earlier -> old link:

    ok.. here's how one should use poles..
    red=new topology, blue = subdivision flow..

    wire render subdivided keeps shape ->

    lol.. poles.. dancing.. lol!! -N-Gons have their little secrets too, you know.. but with 6 and 13.. sides, verts, I won't say.. at least not yet XD (I so bored..)

  3. @Bart: Sorry about the harsh statements. It's nothing personal.
    But you can't say those statements are wrong, because you know it.
    You have to at least test the links after you post them.

  4. @Watashi- Often with these graphics blogs and so on, the page the that was supposed to be linked to could change after a few days as it gets archived and the front page is updated with newer material (as almost certainly happened here), so it's hardly Bart's fault when a link stops working. All we can do it tell him about it so that he can fix it, and it's not like he *doesn't* fix it when we do. So, sure, he can test the links when he posts them, and they work, but they don't necessarily stay that way. Now, if you had checked the link at the time of posting, maybe you would have gotten the right page. So, please lay off of Bart since he does his job the best he can, and let's face it he does it well. If you don't like getting several interesting links to projects and tutorials about blender every day, don't come to Blendernation.


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