Channels Nodes
Two nodes for taking a texture apart into single channels and putting channels back together. Neither has a Mask input.
Channel Extract
Section titled “Channel Extract”Type id: channel_extract
Pulls a single red, green, blue or alpha channel out of the input as a grayscale map. The first half of any channel-packing workflow, and the way to unpack an imported packed texture.
Inputs
- Input (any texture, required): the texture to read a channel from.
Outputs
- Output (grayscale): the selected channel, copied to all three color channels. The output is always fully opaque.
| Parameter | Type | Default | Range / Options | Notes |
|---|---|---|---|---|
| Channel | Choice | R | R, G, B, A | Four options, in this order. Most generated textures are fully opaque, so extracting A from them yields uniform white; alpha is only meaningful from an imported bitmap that carries one. |
Channel Combine
Section titled “Channel Combine”Type id: channel_combine
Packs up to four grayscale inputs into one RGBA texture. The node to use when building a channel-packed export, for instance roughness, metallic and occlusion in one image.
Inputs
- R (grayscale, optional): contributes its red channel to the output’s red channel.
- G (grayscale, optional): contributes its red channel to the output’s green channel.
- B (grayscale, optional): contributes its red channel to the output’s blue channel.
- A (grayscale, optional): contributes its red channel to the output’s alpha, multiplied by the Alpha parameter.
Every input is optional and the node renders whatever is wired. An unconnected color channel is black, so it contributes nothing; an unconnected A leaves the constant Alpha in charge.
Outputs
- Output (color): the packed RGBA texture.
| Parameter | Type | Default | Range / Options | Notes |
|---|---|---|---|---|
| Alpha | Float | 1.0 | 0.0 to 1.0 | With nothing wired into A this is a flat alpha for the whole output. With a map on A it becomes a master level over that map. |