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Hi!
I'm trying to find a good workflow going from C4DtoA to Unreal Engine.
Now, all I really need is to bake my flat projected labels as an alpha since the material it self needs to be created in Unreal.
Any suggestions how to accomplish this?
Thanks!
Sorry for the late reply. Don't think you can easily modify the alpha channel of the output. Probably your best shot is writing the alpha to a custom AOV (via an aov_write shader) and bake that AOV as an EXR layer for instance.
No prob!
Been investigating this for some time now and it seems that regardless what renderer, multiple flat projected materials is not a solution unfortunately.