I have a mesh from Kite Demo (the riverbed) that is using alpha vertex colors for a height map and red to blend between two types of rocks. Blender only seems to allow RGB vertex colors, no alpha, so the alpha channel gets lost on import/export. The mesh/material isn’t using blue and green so: is there a way to copy the alpha data into the green or blue channel before or exporting?
I couldn’t find any options in the paint tool to do it. I was thinking I could do it by swapping channels in an external paint program: I see an import TGA option, but no export TGA (not sure how that actually functions anyway though, is it based on UVs?).
I’ll give my end goal in case there is another solution that doesn’t involve this at all: the riverbed water has two layers and I am just trying to export to blender to remove one layer to lower the shader instruction count. Making one layer have an invis masked material still seems to affect the shader complexity some.