Getting accurate color values in Material Blueprints?

Hi, I have a scientifically accurate application that utilizes a brush (shown below) and a render target. To calculate “damage” on specific parts of a material I’m using a transparency mask that appears once a color value reaches 1 (or, RGB 255,255,255).

I control the strength of my brush using a parameter; however, for that strength to be accurate for my application I need the center most pixel to be exactly (255,255,255). Material functions lack the necessary NormalizeToRange function that I need so I attempted to find the max value in the preview below in photoshop and multiply my pixels by some multiplier… But it seems whatever value I’m reading is not corect.

Any solutions?

303912-capture.png

What about?:

Technically not in the editor but an easy fix:

https://answers.unrealengine.com/questions/962248/view.html