I'm trying to figure out a way to take the alpha channel from a texture file, and pass it as a mask to something like the use background shader, or a vray material wrapper with "matte surface" enabled.
Is there a way for the material wrapper matte surface attribute to still take affect if it's being used as the base material of a vray blend material? That way I could just pass a surface shader with the texture file (image sequence actually) into one of the coat channels.
Is there a way to which part of a surface gets matted with the material wrapper by way of a texture or alpha channel? Currently it seems like either the entire surface is used as a matte, or none of it.
Is there a way for the material wrapper matte surface attribute to still take affect if it's being used as the base material of a vray blend material? That way I could just pass a surface shader with the texture file (image sequence actually) into one of the coat channels.
Is there a way to which part of a surface gets matted with the material wrapper by way of a texture or alpha channel? Currently it seems like either the entire surface is used as a matte, or none of it.
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