Keyable visibility for texture layers
Moderator: face_off
- rubberchicken
- Posts: 51
- Joined: Thu Apr 15, 2021 12:58 am
- Location: Australia
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In the shader tree I often setup multiple colour options on a single mesh. Might be simple constants or image layers, with the visibility controlled by a render pass. In Vray when forced to use the schematic, I would use a layer texture, which had a switch on each layer to control the visibility in the same way. Although Octane has a composite texture I'm not seeing any option to control the visibility of each layer. Is there another way to set this up?
It would be nice if each composite texture layer had an "enable" channel like the "Composite output AOV layers" do.
In modo, we can select schematic nodes (or their noodles/links) and press "h" to hide or "u" to unhide. So you can select a composite texture layer and press h.
For keying, a workaround would be to use the composite texture layer opacity and set it to 0. If you already had a texture connected, you can add a multiply node between them and set scale to 0 too
In modo, we can select schematic nodes (or their noodles/links) and press "h" to hide or "u" to unhide. So you can select a composite texture layer and press h.
For keying, a workaround would be to use the composite texture layer opacity and set it to 0. If you already had a texture connected, you can add a multiply node between them and set scale to 0 too
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- rubberchicken
- Posts: 51
- Joined: Thu Apr 15, 2021 12:58 am
- Location: Australia
- Contact:
Thanks for the tip, this works and I think will suffice for now. Would be good if an enabled selector could be added.