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  • Published 13 Nov 2020

"Separate RGBA" node in shader editor

I faced the need of separating alpha in shader editor today. That look strange when we have "Separate RGBA" node in Compositor and don't have it in Shader editor. Looks like it would be easy to somehow transfer it from Compositor to Shader editor if it does have sense. At least I hope it's easy.

There is another one who had similar problem blender.stackexchange.com/questions/147845/separate-alpha-from-color-in-shader-editor

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Development Status: Open

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Dima
13 Nov 2020

8 Comments

Fportela

Nothing yet? That's a huge limitation, someone please implement this.

arasandadas

oddly enough, manual seems to include alpha as an output for Blender 4.0:

blender.community/c/rightclickselect/cGgbbc/

dingus

Separate RGBA would give another float to work with in shaders where you define attributes with color, eg.:if you want to follow in the footsteps of game companies and have a combined specular/metallic/roughness map, where a channel defines one of the afore mentioned. One very specific use case I could see this benefit is if vertex color had an alpha channel aswell, and it would probably be even more useful if you could paint one channel at a time...

I just hit the same limitation. In my case I have a texture with an equirectangular projection and the Environment Texture node doesn't have a separate alpha channel output like the Image Texture node.

Lateasusual

Shader Colour sockets don't have alpha channels, only RGB. There's no Alpha there to be separated out. Now, it would be convenient to have 4D RGBA/WXYZ colour/vector sockets but that's a separate thing :)

Dima Author

* @christopherclyne * that would be useful for making procedural things before any shader.

Reaper

Did you want to separate alpha from image or just colour wheel?

Dima Author

* @Reaper * The example by the link is bad indeed. And I don't remember my particular problem I had to solve...