shinsso Posted March 29, 2018 Share Posted March 29, 2018 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? Quote Link to comment Share on other sites More sharing options...
davpe Posted March 29, 2018 Share Posted March 29, 2018 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). Quote Link to comment Share on other sites More sharing options...
Atom Posted March 29, 2018 Share Posted March 29, 2018 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. Quote Link to comment Share on other sites More sharing options...
shinsso Posted March 30, 2018 Author Share Posted March 30, 2018 Thank you David and Atomic. 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. Quote Link to comment Share on other sites More sharing options...
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