I’m trying to have a VectorParameter (just a color in this case) blended with a texture, but I’m using a TextureObjectParameter at the moment and I don’t see how to change it’s color.
You can see the TextureObjectParameter which feeds into Texture Object (T2d), after that it would go into a lerp. What I need is a way to change the color of the texture before that happens.
Is there some way to colorize the Texture with a VectorParameter prior to the lerp?
So I’ve made a screen shot of the error that occurs. Apparently you can only use multiply directly when using a WorldAlignedNormal Node, if you’re going to use a WorldAlignedTexture the multiply will throw an error. You have to use a component mask (RGB) and append the alpha before you can multiply!
well the problem might be somewhere else, if you want open an other thread or send me a PM with screenshots and error message and i ll help ya.
nut here, the mask only keeps 3 channel, chosen in 3 channels, that means the input = output so …
I have managed to look into this issue again and I must say your are wrong to say “the mask component is totally useless as the append node” I have tried it again and made a screen shot of it, I have to change the acceptance of the answer because I provide more information than you did. Correct me if I’m wrong but the error does occur and the mask component as well as the append node are indeed necessary for it to work… I have updated my answer accordingly.
hi gull!
the problem you have here , is you are using a float 4 output (rgbA) from the world align texture, with a float 3 from your parameter. just append the alpha and you ll have float * float 4
Very well, thanks a lot, I can see now that the RGB mask component was in fact useless, sorry about that. If you want you can put your screen shot and your answer in your previous post and then I could mark your answer as the accepted one instead of mine, but that’s up to you… Thanks again!