Finally i got it!
First you need to tell it, to use the texture expression for the opacity mask:
material->OpacityMask.Expression = TextureExpression;
After that you need to activate a mask for the opacity mask input:
material->OpacityMask.Mask = 1;
And then you can switch on/ off which of the channels you are going to need:
material->OpacityMask.MaskR = 0;
material->OpacityMask.MaskG = 0;
material->OpacityMask.MaskB = 0;
material->OpacityMask.MaskA = 1;