Hi, your renderer looks promising. May I ask how someone can create a mix material through a simple grayscale channel image? I guess that could be the stack material but I can’t find that in the list..
I think I would need a file to confirm that; if you are playing with the GUI it can be confusing how to connect textures to desired UV channels on the mesh. It is done by linking the texture in a mesh’s parent transform, and this is normally handled for you by a plugin.
Ah sorry, I thought you meant there was an issue with handling of UVs. I think what you want to do is unassign the map from your lambert0 material (or not), and assign fileTexture0:outAverage to opacity for the lambert material in the blendMaterial:
If you click the little “arrow” icon at the right side of the opacity attribute, you will get a drop-down that lets you select various compatible output attributes from other nodes, so you would select fileTexture0 -> outAverage.