Add an alpha channel to Environment Texture node
Hey, I'd like to see the Environment Texture node support an alpha channel. This is useful when using OpenEXR floating-point images with alpha as environment textures. My own intended use-case is to build up environment textures in different spots in the same general area by layering a Sky Texture node (for the fine-grained movable sun) with a layer of rendered clouds (doesn't have to be super precise to the sun) and a layer of surrounding buildings.
I'm currently using a workaround where I made a rectilinear projection node group and use a normal Image Texture node, but it seems like a simple change to me.
5 Comments
Yaa this will be super helpful. Trying to do something similar to what u described. Would u mind sharing the workaround you mentioned for now?
It's totally common in other 3d-packages that you can render "full" images with a visible background, still have a proper alpha output. Gives you so much more flexibility in Post and looks better in rendered view.
Can't you use a "mix shaders" node and a transparent bsdf?
* @ Lsscpp * It works with regular texture nodes because they have alpha outputs to plug in the mix factor.
But the environment texture node doesn't have any alpha output to feed the mix shader. So no, you can't.
* @-L0Lock- * You're right I read the proposal with too little brain voltage ;P