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Hey people! =D
The pattern input I'm using in 'Tile sampler color' holds RGBA data. The output from the node however doesn't come with alpha (white alpha). Is it normal or is there a way to get the Alpha?
If user puts a color in BG input then it works fine within the Tile Sampler Color stating that the node does holds Alpha data. How do I get it out?
In the end, I want to send the output in Base Color channel without the black background.
I can take the color output from Tile Sampler and convert it into grayscale → Apply levels etc to get a mask for Alpha merge node but.. it's not the most accurate way.
I've read that splatter shape is more apt for such scenerios. Unfortunately I've set up a huge part of my tool around tile sampler node :')
Thanks!
Make sure the Tile sampler has an input with Alpha 0 connected to its Background input socket. You can then use an Alpha split node to extract the alpha
Dave
In addition to the solution Dave mentioned, you can directly set up the Background alpha to 0 in the Tile Sampler parameters.
The result will be strictly the same, but it's still one less node.
Best regards,
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Make sure the Tile sampler has an input with Alpha 0 connected to its Background input socket. You can then use an Alpha split node to extract the alpha
Dave
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In addition to the solution Dave mentioned, you can directly set up the Background alpha to 0 in the Tile Sampler parameters.
The result will be strictly the same, but it's still one less node.
Best regards,
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Trust me to overcomplicated it 😀
Dave
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Thanks both! Just what I needed.