Open VpSnipes opened 8 months ago
i like
Bump
Would love any input regarding this feature if at all possible. I'm not sure how difficult pushing the alpha mask logic onto the blue channel of the exponent texture. Keeping an alpha mask intact is integral for a lot of stuff.
micolash lookin weird
After some research, it seems that the Blue channel of the: "$phongexponenttexture" isn't used. Can we get this repurposed to be in line with a color tint mask similar to this param here: "$blendtintbybasealpha" "1" ? This will allow us to keep the alpha channel in the diffuse texture while also letting us utilize "$color2" to tint the texture itself by our new exponent mask (located in the blue channel).
First image shown doesn't use it.
This is how it SHOULD look.
Allowing us to use an alpha channel will help cut back on needing to material stack and ultimately cut back on the amount of materials used. This should allow for a MUCH MUCH better rendition of the metalness PBR workflow seen in newer engines while still giving us the ability to use the alpha channel in the diffuse. This would be a game changer in material processing by a significant margin.