How can I attach a single channel from a texture sample to the texture object slot in the texture bombing node?

So, my ultimate problem is that I’m trying to fix repeated texture tiling. I’m using texture bombing which is working great so far. I’ve got the base color and the normal maps connected. The snag I’m hitting is that megascans roughness, AO, and displacement are all combined into a single map. I just need the green channel, but I’m unable to pull out that specific channel because the Texture Sample is a float and I need a 2d Texture.

Any ideas how to bypass this?

Thanks!

Just pass the whole texture in, and do a “break to vector 3” or “component mask” to get the channel out afterwards…

Thank you! Sorry, this is a super newb question, but I’m a super newb :slight_smile:
The component mask worked like a charm. Thanks!!

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