Hey All,
I am usually using png images with alpha channel for my projects. Which works great.
The only problem is, the octane converter tool, always creates materials that use "RGB Image" as a Map for the Opacity Channel. And this does not work.
So I manually have to change all the Materials to "Alpha Image"-Maps to fix it.
Does anyone know a fix for this? (I am using octane 2.20 (and no, unfortunately, I can't upgrade since I am using 3dsmax2011)).
Best would be a short maxscript that simply converts all "RGB Image" Maps to "Alpha Image"-Maps but keeps the filepath. Has anyone ever solved this / made a script for this?
Thanks!
Material Conversion: "Alpha Image" instead of "RGB Image"
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- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi a1x,
you could use batch action (photoshop) and fix your .png before using the octane converter tool.
Regards
Paride
you could use batch action (photoshop) and fix your .png before using the octane converter tool.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Hey paride4331,
what do you mean? Change / Fix my png to what?
I actually like the workflow with having transparency in my texture file... so the problem, from my point of view, isn't the png. It's that octane uses the wrong map type that doesn't support transparency...
what do you mean? Change / Fix my png to what?

I actually like the workflow with having transparency in my texture file... so the problem, from my point of view, isn't the png. It's that octane uses the wrong map type that doesn't support transparency...

- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi a1x,
you have to use the opacity slot for your alpha.
Paride
you have to use the opacity slot for your alpha.
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Hey Paride,
thank you for your help.
I think I didn't explain it very well:
This is the current "workflow":
-I click on "convert" in the render tab.
-Open the material editor to pick the newly converted material from the new object.
It's usually a diffuse material that has two RGB Image maps connected:
-First "RGB image map" goes into diffuse.
-Second "RGB image map" goes into opacity.
If I render it. Opacity won't work.
So I click the "RGB image map" that goes into "opacity" and delete it.
I create a new "Alpha Image map" and use the same png as an image.
I connect it to the opacity slot and it works perfectly.
So all I really need is a converter that converts the "RGB Image map" that is autoamatically being connected to "opacity" into a "Alpha Image map". So I don't have to do it with my slow hands.
thank you for your help.

I think I didn't explain it very well:
This is the current "workflow":
-I click on "convert" in the render tab.
-Open the material editor to pick the newly converted material from the new object.
It's usually a diffuse material that has two RGB Image maps connected:
-First "RGB image map" goes into diffuse.
-Second "RGB image map" goes into opacity.
If I render it. Opacity won't work.
So I click the "RGB image map" that goes into "opacity" and delete it.
I create a new "Alpha Image map" and use the same png as an image.
I connect it to the opacity slot and it works perfectly.
So all I really need is a converter that converts the "RGB Image map" that is autoamatically being connected to "opacity" into a "Alpha Image map". So I don't have to do it with my slow hands.

- paride4331
- Posts: 3808
- Joined: Fri Sep 18, 2015 7:19 am
Hi a1x,
unfortunately I think you have to make it manually.
Regards
Paride
unfortunately I think you have to make it manually.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid