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Alpha Channels

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OK I think that I have worked this out but I thought I might ask here in case I have got this all wrong.

Using Advanced Renerer if I wanted to make a hole in something I would add a map to the alpha channel and it would make a hole in my geometry that the shader was applied to. Now when I convert such a material to a Redshift version in the material editor it adds a texture node to hold the alpha map which is connected to a colour splitter. However when I apply such a shader to my model it doesn't work. Now here's the bit that I am not sure about if I check 'Alpha Is Luminance' on the texture node it works.

So in a nutshell is this the correct way to do this?

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