Author Topic: [RESOLVED] Channel Packed Textures?  (Read 2292 times)

2018-08-03, 21:05:12

cjwidd

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Any suggestions about how to extract the red, green, or blue channel from a texture to pass to the gloss, metallic, and AO channel, respectively, of a Corona shader?
« Last Edit: 2018-08-07, 04:57:00 by cjwidd »

2018-08-03, 21:34:07
Reply #1

romullus

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You can use color correction node and set all the channels to one that you want to extract. Personally i prefer to extract packed channels in photoshop and resave them as separate textures.
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2018-08-04, 02:42:56
Reply #2

Njen

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The 'RGBTint' node is computationally faster than a colour correct node. When using RGBTint, if you want the red channel, make the colour swatch for red white, and then green and blue should be black. I'm sure you can figure out the rest.

It is actually easier on file resources to pack in multiple grey renders into a single RGB file, less overhead when Max internally decompresses images to read from.

2018-08-07, 04:56:49
Reply #3

cjwidd

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Nice, thanks y'all