Search is based on keyword.
Ex: "Procedures"
Do not search with natural language
Ex: "How do I write a new procedure?"
Multi-Channel Layer Workflow Rules
Note: These rules are only for layers and not applicable for Node Graph workflows.
Shader Models
Channels containing multi-channel layers should be connected to a shader of the same shader model.
Channels containing multi-channel layers can be connected to multiple shaders with unique shader models but cannot be connected to multiple similar shaders.
Shader Inputs
A channel containing a multi-channel layer cannot be connected to multiple inputs of the same shader.
Connecting New Channels to Shaders
Multi-channel layers are auto-extended when new channels are connected to the shader.
Disconnecting From a Shader
Multi-channel layers are converted within or removed from a channel when it is disconnected from the shader.
Use Cases
Auto-Extension Use Case
Multi-channel layers are auto-extended when new channels are connected to the shader.
On connecting the new channel to the downstream shader, it should recognize the existing materials in layers and auto-extend to the new stream (connected channel) in the Multi-Channel Properties. The new stream, should be Visible or Invisible depending on the option selected in the dialog.
Note: When a new channel is connected to a shader with no upstream multi-channel layers, the dialog will not appear as there is nothing to extend.
Multi-channel layers are converted within or removed from a channel when it is disconnected from the shader.
On disconnecting a channel from the downstream shader, its multi-channel layers should be disconnected, converted into standard layers, or removed depending on the option selected in the dialog.
Retraction Use Cases
Case 1 - Material Layer
Case 2 - Material Layer with Multi-Channel Group
Case 3 - Multi-Channel Group with Standard Paintable Layers
Deleting Shaders
Deleting a shader will invoke retraction of multi-channel layers.
Deleting a shader from the Shaders palette triggers multi-channel retraction, as described above. The Retraction dialog sets the behavior for all Channels orphaned on shader deletion.
Merging Multi-Channel Layers
Merging multi-channel layers is not supported.
Grouping Materials
Materials cannot be grouped within a standard group layer.
Duplicating Shaders
Shaders with upstream multi-channel layers cannot be duplicated.
Sorry you didn't find this helpful
Why wasn't this helpful? (check all that apply)
Thanks for your feedback.
If you can't find what you're looking for or you have a workflow question, please try Foundry Support.
If you have any thoughts on how we can improve our learning content, please email the Documentation team using the button below.
Thanks for taking time to give us feedback.