# How to set the color channel of a texture

**URL:** <https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357>\
**Category:** Questions\
**Tags:** material, texture\
**Created:** [February 28, 2024, 10:41am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357 "2024-02-28T10:41:53Z")\
**Posts on this page:** 7\
**Page:** 1

<div class="post-metadata">

**Author:** ![baby9527](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/baby9527/32/42336_2.png) [@baby9527](https://forum.babylonjs.com/u/baby9527)\
**Post date:** [February 28, 2024, 10:41am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/1 "2024-02-28T10:41:53Z")

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Good morning everyone! I need to use the R channel of this texture. How should I set it up? I need your help  
The code is as follows:

BABYLON.SceneLoader.ImportMesh(‘’, “[https://hyhh-fs.oss-cn-beijing.aliyuncs.com/model/](https://hyhh-fs.oss-cn-beijing.aliyuncs.com/model/)”, “75019666af37429a8654c3fe37eac467.glb”, scene, (meshes) =\> {  
meshes.forEach((mesh) =\> {  
var stdMaterial = new BABYLON.StandardMaterial(“stdMaterial”, scene);  
stdMaterial.diffuseTexture = new BABYLON.Texture(“[https://hyhh-fs.oss-cn-beijing.aliyuncs.com/model/3e949682b6644ef986e0f0e2d1539779.png](https://hyhh-fs.oss-cn-beijing.aliyuncs.com/model/3e949682b6644ef986e0f0e2d1539779.png)”, scene, false, false)  
stdMaterial.diffuseTexture.hasAlpha = true  
stdMaterial.diffuseTexture.getAlphaFromRGB = true  
stdMaterial.diffuseTexture.coordinatesMode = BABYLON.Texture.PROJECTION\_MODE  
mesh.material = stdMaterial  
mesh.useVertexColors = false;  
});

```
    scene.createDefaultCamera(true, true, true);
}, undefined, (error) => {
    console.log("error=", error);
});

```

Or rather, how can I use code to control the display of the following images  
 ![Snipaste_2024-02-28_18-44-04](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/c/7/c74c77e0f2f3678b9c982da194ce574bfec4a427.png)

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<div class="post-metadata">

**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [February 28, 2024, 11:18am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/3 "2024-02-28T11:18:36Z")

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I’m not sure to understand…

Do you want to programmatically change the data of the texture red channel? If that is so, you can call `readPixels` on the texture to get the texture data, modify the buffer and call `engine.updateRawTexture(...)` to update the data.

Something like this:

> **[Babylon.js Playground](https://playground.babylonjs.com/#W26BJD)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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<div class="post-metadata">

**Author:** ![baby9527](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/baby9527/32/42336_2.png) [@baby9527](https://forum.babylonjs.com/u/baby9527)\
**Post date:** [February 28, 2024, 11:40am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/4 "2024-02-28T11:40:12Z")

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How do I use code to control the use of single channels for textures, and how do I only retain the R channel

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<div class="post-metadata">

**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [February 28, 2024, 9:21pm UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/5 "2024-02-28T21:21:51Z")

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You would need to create a different type of texture which would have R channel only with a RawTexture in Babylon.

But you can not change where the shader reads from or you would need to create your own node material or material plugin.

Why not recreating offline a texture with only the channel you need ?

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<div class="post-metadata">

**Author:** ![baby9527](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/baby9527/32/42336_2.png) [@baby9527](https://forum.babylonjs.com/u/baby9527)\
**Post date:** [February 29, 2024, 1:16am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/6 "2024-02-29T01:16:28Z")

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My texture has an RGBA channel. How can I use code to control the R or G channels that use this texture

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<div class="post-metadata">

**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [February 29, 2024, 9:22am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/7 "2024-02-29T09:22:59Z")

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You mean you have a RGBA texture that is passed to your shader, and you want only the red channel to be displayed? It is not possible, you will have to create a red channel texture instead, and copy the red channel from the RGBA texture to this texture.

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<div class="post-metadata">

**Author:** ![baby9527](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/baby9527/32/42336_2.png) [@baby9527](https://forum.babylonjs.com/u/baby9527)\
**Post date:** [February 29, 2024, 9:31am UTC](https://forum.babylonjs.com/t/how-to-set-the-color-channel-of-a-texture/48357/8 "2024-02-29T09:31:18Z")

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Thank you, I have already resolved it
