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shinsso

exporting emission texture to vex variable

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Hi guys.

I made ash geometry and texture.

I have two textures of using color and glow mask.

Then I use them on Principle shader.

Base texture color and alpha is alright.

but I need another mask for glow.

 

I tried to use Emission by Texture. This is what I want for glow mask.

How can I export this texture to vex variable?

emission_textures.thumb.jpg.874c3951bf69f9d2bf8deed17ccac62b.jpg5abc8d3c693da_exportingvexvariable.thumb.jpg.3ac5e1bf8f1d3cfc88c4cb40669e2b52.jpg

 

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to get emission channel you can select Combined emission to be exported.

however, for custom shading/texturing and aov workflow you want to use material builder. not just a precompiled shader node which doesn't really offer anything other than very basic features. aovs can be exported using bind_export_VOP (inside material builder).

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You could just render it out and then bring it back in via an AttributeFromMap node. Then you would have a SOP level attribute from your map.

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Thank you David and Atomic.:D

I use attribute from map SOP then I export it by bind_export, naming 'export_emitcolor' inside shader.

So, I could use 'Emission Color(emit_clr)' of mantra's extra channel option.

Otherwise, It was exported as 'other' channel.

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