alpha image?
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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
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: ciao Beppe
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: 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.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: ciao Beppe
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