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Extracting three different masks from a texture's rgb channels

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  • Extracting three different masks from a texture's rgb channels

    I need to apply a Vray blend material with three submaterials to an object. Each material need to have its own mask. But I need this masks' file to be the same, to export it in a game engine.
    So basically I need to Vray to read data separately from each r,g b channel, so that each channel behaves as a usual black and white mask. Is that possible?

  • #2
    I think the standard RGB Tint map is the easiest way to do this...
    James Burrell www.objektiv-j.com
    Visit my Patreon patreon.com/JamesBurrell

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