Quality of transparent textures

I have a material to simulate a spinning aircraft propeller composed by a Detail Albedo (1) and an Albedo (2). Material type is set to Cutout; albedo map has the alpha source from grayscale and alpha is transparency. Both textures are set to RGBA 32 bit,8192 map size, aniso level 16. However, both in preview and in the build the effect I get is rather ugly (3).
Is there a way to improve it?

You can try dithering. But that also has its limits, I am not aware of any other way beside semi transparency to get this smooth fade nothingness.

What do you expect it to look like? Cutout means “on or off” (opaque or invisible). If you actually want different levels of transparency then you need to use a different transparency mode.

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If you’re using the Standard shader, you’ll want to use Rendering Mode > Fade. If you’re using one of the new SRPs Lit shaders, you’ll want to use Transparent & Alpha.

Coming from 3ds Max and mentalray I thought cutout would do the trick, that’s it. Using fade solved the problem. Thanks.