alpha image?

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kirk
Licensed Customer
Posts: 126
Joined: Wed May 26, 2010 9:50 pm

Should I always load same texture twice in Octane to get alpha output from RGBA image ? Can it be done with a single open file procedure to both RGB and alpha outputs?
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
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bepeg4d
Octane Guru
Posts: 10399
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi,
if you use the same file, loaded as RGB, and then loaded as Alpha, it is always considered as only one texture file in Octane:
FC9E6A0D-BCCD-4369-80EB-1DE9ABA063AA.jpeg
ciao Beppe
kirk
Licensed Customer
Posts: 126
Joined: Wed May 26, 2010 9:50 pm

bepeg4d wrote:Hi,
if you use the same file, loaded as RGB, and then loaded as Alpha, it is always considered as only one texture file in Octane:
FC9E6A0D-BCCD-4369-80EB-1DE9ABA063AA.jpeg
ciao Beppe
I am asking more of loading or dropping the very same file only single time and not looking in for "Alpha texture in drop down lists, then in open file dialog once more time for each and every texture with alpha . It had always been kind of annoying and tedious.

Can I extract alpha from "Image texture" somehow multiplying rgb on 0 or something or splitting RGBA somehow? Could be also pretty useful for roughness/ metall since all our textures are packed RGBA so we could do it without messing project texture folder with gazillion redundant files.

BTW, would it work correctly for shaders roughness input if I use RGB texture and multiply other two channels to 0?
What should I do with image gamma to work correctly with initially rgb input ? Should gamma be set to 1?

Can it work for inverting green in normal maps?
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
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