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Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

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affixxius
Licensed Customer
Posts: 57
Joined: Fri Jun 22, 2018 1:25 pm

Hello.

Lets say Im making a material, i import a psd that contains an alpha, i must place it in an image tex node and then duplicate and change type to be able to use the alpha.
Is there a way to not have to use two image tex nodes? I often have to reuse a material and change out the tex, I know it doesnt seem like much extra work doing tow nodes but it is when I need to do like 50 or more.
Im guessing that the image tex node reads only rgb OR alpha so my hopes of using another node will be dashed?

Or is there some way to make the image tex nodes path (that will be the alpha one) copy the rgb one? like be an instance of it but with a different type selected?

Im pretty sure There isnt a way but i live in hope!
It would certainly be nice if the Image tex node just had an alpha out pin.

Thank you,
be well
AK
// Windows 11 // 2 x RTX3080 // 4x GTX1080Ti // Octane Latest // Cinema 4D Latest //
ChrisHekman
OctaneRender Team
Posts: 1082
Joined: Wed Jan 18, 2017 3:09 pm

In the 2026 build of Octane image nodes will output all 4 channels of the texture. We havnt implemented this yet for existing RGB image nodes in the plugin yet.
When we do I am thinking of adding multiple output pins similar to how it is done in Unreal. I have added a ticket for this.

Unreal example:
delketeme.png
delketeme.png (27.91 KiB) Viewed 29 times
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affixxius
Licensed Customer
Posts: 57
Joined: Fri Jun 22, 2018 1:25 pm

Thanks Chris, that's great stuff! That will be real handy

Cheers
AK
// Windows 11 // 2 x RTX3080 // 4x GTX1080Ti // Octane Latest // Cinema 4D Latest //
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