Hi I'm trying do generate wet maps for redshift by using attribute transfer and a copnet to write out the texture. Often when I load the scene the null in the copnet doesn't update and therefore doesn't pass the texture through to the texture sampler. If you go in and connect it again it goes fine. Probably a noob thing!
So your material is reading the texture from the Rocks_Wetmap null, I presume?
I have two silly questions...
First, if you bypass the null, but still point your material to it, does it work properly in your material? And second, if you add another operator after the null, like a brightness cop or whatever, does the information pass through as expect?