G'day Marc -
Scope channel if the output channel of the Textur object is set to
Scope. But no, this is not really what I want.
fair enough.
What's with the Color
channel? I need here another Textur object with which I map the RGB
channels of the image to the Color channel. And in this second Textur
object I have to open the file browser a second time to choose the
same image on my disk I had choosen for the first Textur object for
the Scope channel.
Hmm.. I am not sure I follow the dilemma here. However, another tip I
might offer is thus:
Turn off advanced in the material tab, then your just prompted for two
paths / texture names.
I typically name my textures like this:
B_texture.jpg - Bump
D_texture.jpg - Diffuse (colour)
A_texture.jpg - Alpha (scope or fade)
So in the material now - you simply copy and paste the path (whatever
the texture was that you just browsed the path to and is now selected in
the colour field) into the scope path dialog, then just change the D_ to
A_ and thats it ! (This is my methodology and I find it completely
painless)
You can even copy and paste the path directly from Dir Opus as well.
BTW: I would never ever use Gif files in combination with RS3D!
? I use them all the time to good effect.
Have a look here:
http://www.vrgrafix.com.au/Gallery.html?&tx_gooffotoboek_pi1[srcdir]=48-Kambah
Note the word "signage" ? Thats simply a GIF file with transparency.
doesn't provide a true alpha channel. They only provide a 1 Bit mask.
correct. But in an on/ off affair such as this example, as long as the
image has a high enough resolution this is not an issue.
Also GIF images are great for large rez images (3-5k) such as B+W site
overlays etc. (Small file sizes = faster render times)
Cheers
Bernie