.. _bpy.types.ShaderNodeBsdfTransparent: **************** Transparent BSDF **************** .. figure:: /images/render_shader-nodes_shader_transparent_node.png :align: right Transparent BSDF. The *Transparent* :abbr:`BSDF (Bidirectional scattering distribution function)` is used to add transparency without refraction, passing straight through the surface, as if there were no geometry there. Useful with alpha maps, for example. This shader :ref:`affects light paths somewhat differently ` than other BSDFs. Note that only pure white transparent shaders are completely transparent. Inputs ====== Color Color of the surface, or physically speaking, the probability for each wavelength that light is blocked or passes straight through the surface. Properties ========== This node has no properties. Outputs ======= BSDF Standard shader output. Examples ======== .. list-table:: :widths: auto * - .. figure:: /images/render_shader-nodes_shader_transparent_example.jpg Transparent shader (pure white). - .. figure:: /images/render_shader-nodes_shader_transparent_behavior.svg :width: 308px Transparent shader behavior. * - .. figure:: /images/render_shader-nodes_shader_transparent_example-dark.jpg Transparent shader (gray). - ..