I’m trying to render a texture with a ‘offscreen’ renderer and a dx9texture node. I want to ue this as an alpha mask for another quad that get’s rendered onscreen.
The script crashes as soon as I draw the last connection. It freezes my whole PC. Is this some kind of infinite loop I built?
Is there a better way for creating alphas? Basically I just want to place one image on top of another and then reveal the upper image with a custom alpha.
hei pechart, the Texture (EX9.Texture Split) is not the right one to use for what you want to do. it returns the alpha value for each pixel in a texture.