09-07-2019, 02:12 PM
Specifically this is regarding textures for game development in unity. So having an alpha channel that is editable separate from the RGB channels is important to keep my workflow & iteration moving quickly.
As example, we'll say the image has 6 layers in two layer groups.
I have a grayscale image of what I currently want my alpha to be but I need it applied to the entire image, not an individual layer.
I can't apply it as a mask to a layer group.
I could apply the same mask to every layer but that's a hell of a lot of work every time I need to make a change to the alpha.
Basically the only way I know of to apply the alpha without effecting, or being effected by the RGB is to export, open the exported file, decompose it, copy and past the alpha in, then recompose.
Is there not some way to work with the alpha within the one xcf?
As example, we'll say the image has 6 layers in two layer groups.
I have a grayscale image of what I currently want my alpha to be but I need it applied to the entire image, not an individual layer.
I can't apply it as a mask to a layer group.
I could apply the same mask to every layer but that's a hell of a lot of work every time I need to make a change to the alpha.
Basically the only way I know of to apply the alpha without effecting, or being effected by the RGB is to export, open the exported file, decompose it, copy and past the alpha in, then recompose.
Is there not some way to work with the alpha within the one xcf?