I’m familiar with how to use an image’s alpha channel to make the background color show through.
What I’m trying to do is use the Alpha channel of an RGBA image to affect the Alpha value of the texture (ZAlpha or RayAlpha, doesn’t matter).
Right now it seems the only way to do this is to save the Alpha channel of the image as its own 8-bit grayscale file and apply THAT as a second Texture channel. Is there a faster way?
If there isn’t, I’ll request a feature for the Image pane of the Texture panel called “OnlyAlpha” to accomplish this with two texture channels using the same image.