Hm… I’m not sure what the difference would be there. In the tutorial you linked, he used an all-black square - are you using an all white one instead? I’m using a black one like in the tutorial. I just made a black circle png in GIMP with a transparent background. Here’s the png I used:
If you’re using white instead of black, you could try inverting the colors and see if that works for you.
You can try temporarily plug your render_target directly into the base color (and saving it) to see if it’s coming out the way you expect. Could be useful for visualizing what’s happening - particularly if it doesn’t seem to be doing anything.
Yep, you’ll follow a similar process.
- Make your random textures, and import them into Unreal.
- In your material Right click the dirty texture node, and Convert to Parameter. I gave mine the Parameter Name
dirty_texture
- In your dish blueprint, after
CreateDynamicMaterialInstance
, drag off the “Return Value” and select promote to variable to make a new Material Instance variable. I named mineDish Material
.
- Make a new variable that’s an array of Textures, and fill it with the dirty textures you’d like to use
- Use the setup above to pull a random texture out of the array and assign it to the
dirty_texture
parameter of the material.
If this was helpful, you can mark one of the answers I submitted as the solution - it’d be a big help to me!