I have a vector parameter that changes a dynamic material color based on collision with an object. It’s currently setup so that RGB channels subtract .03 each time. It works for the most part but it gets to a point where the material goes completely black. I’d like to clamp it so that it doesn’t go that far. I thought maybe a map range clamped would work, but not sure how to set it up properly. When I try to use it it just defaults to that value immediately and ignores the float - float values I have before it.
Check if one of the values is less than your threshold value, and if it is, just don’t subtract anymore.
Map range node serves a different purpose - it’s more of a translating node with an optional clamp. Depending on how you want to clamp it:
Either the entire vector / color so you can end up with .09 as a total value:
R: .09
G: .00
B: .00
or individual channels separately, where 0.03 is min:
R: .03
G: .03
B: .03
Really depends on how it’s supposed to clamp.
Works great! Thank you. You rock!

