Bryce F.A.Q (Last Updated: 2025 Feb 17 1:22 pm)
To invert the alpha channel, drag the A and B numbers in the filter so that they switch with each other. For example, if A: 1 and B: 0, then the inverse is A:0 and B:1. You might also need to switch the sign (i.e negative 1) To work on the overall alpha channel, Click the "A" buttons for each of the components on the right side of each one (A=alpha, C=color, B=bump) and deselect B and C. This will show you the alpha of each one, and the component will also be displayed as a black and white map. In the filter window, click the top button furthest to the right to select the combination texture. Now play with the filter settings to see if you can do it that way. If not, shift-click the combination name and save your component. Then create a new component in the main materials window for specularity. Shift-click the name of this component and load your saved texture from the library. Now go into the edior and make the alpha for the 2nd component very dark in the filter window. Then make the alpha for component 1 very bright. THis should do it. This way you have the other texture driving the color, and a modified version driving the alpha.
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.

I'm working on a procedural texture, and have run into a little trouble with the alpha channel. The basic idea is that the orange color will be highly reflective/specular/metallic, and the green stuff won't be (i.e. I'm making a dirty copper texture). As nearly as I can tell, the way this would be done would be to create an alpha channel for the image with white over the orange areas, and black over the green areas, then apply this to specularity, metallicity, and reflection. So, the question is: using the deep texture editor, how would I create such an alpha channel? How can I set up an alpha channel to be the inverse of component 2? Also, a peculiar behavior: even though no components are currently set to contribute to the alpha channel, the alpha channel is not blank. Where does this pattern come from?