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MustardTools Add-on 0.5.0

🕑 Added 2023-05-31 20:05:33 +0000 UTC

Comments

n_Tau

Thanks for your reply!! I'm looking forward to the results!! :)

Mustard

Hi! Maybe I have to check, it might be a bug or that I need to tweak the shadera bit for Cycles :)

n_Tau

Hi Mustard! How could I use the wet anddirty effects of MustardUI 0.5.0 properly with cycles renderer? They look perfect in eevee, but it look weird in cycles, maybe I did something wrong... Looking forward to your reply:)

Mustard

So yes, it's great to pack specular/roughness/metal/bump etc.. into one image instead of separately

Mustard

As far as I understood (correct me if I'm wrong), alpha channel is the "4th" color channel (in the sense that is like rgb channels for information carried). In Blender you can easily import images with alpha channels, and you can safely extract information also from that channel (it's the Alpha output of Image nodes). So in principle it would be nice to have 4 images packed into 1 instead of "only" 3 (as in the games, as you said) :D

Torstein Gunnes

You mean like many game engines use? For example metalness, roughness and AO in the R, G and B channels? Been doing some modding for Snowrunner, and there we use that combination, called a shader texture in that game atleast. But without a node for separating RGB and A in blender shader editor, could you maybe pull the alpha from the combined shader texture, directly from the alpha out? From the image texture node to the shader? If that makes any sense. I'm guessing you already know if that is an option or not, being far more experienced in Blender than I am, but figured I'd mention it still. Partly for my own curiosity lol :)


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