Beyond Channel Packer
Channel-pack textures directly in Blender’s Image Editor:
- RGB + Alpha: combine an RGB image + optional alpha mask into an RGBA output.
- 4-Channel (R+G+B+A): combine four separate images into RGBA (each image provides one channel).
- Split Channels: split a 3- or 4-channel image into separate channel images and save them.
Issues / Support
Report bugs and request features here:
https://github.com/tdw46/BeyondChannelPacker/issues
Open The UI
- Go to the Image Editor.
- Open the N-panel (right sidebar) → Channel Packer tab → Beyond Channel Packer.

Mode: RGB + Alpha
- RGB: required.
- Alpha (Optional): if provided, it is flattened to one greyscale channel and used as output alpha.
- Output is saved to
Save To and shown in the Image Editor.
Mode: 4-Channel (R+G+B+A)
- Provide any/all of Red, Green, Blue, Alpha images.
- Missing color channels default to
0.0 (black).
- Missing alpha defaults to
1.0 (opaque).
- Each channel input is treated as greyscale (if it’s RGBA, the greyscale comes from the
“best” channel available for that image).
Advanced Options (bottom, collapsed)
- Auto Scale to Largest: if inputs differ in size but have similar aspect ratios, they are
resampled to the largest image.
- Aspect Tolerance: allowed aspect ratio difference for auto scaling.
- Gamma / Contrast / Brightness: optional output tuning for the 4-channel mode.
Mode: Split Channels
- Source: one image with 3 channels (RGB) or 4 channels (RGBA).
- Output Names:
- Defaults to
<source>_red, <source>_green, <source>_blue, <source>_alpha.
- The Alpha name field only appears when the source has an alpha channel.
- Saves individual greyscale images (Non-Color) to the
Save To folder with the chosen names.