But how do I control the location of that smaller texture? What if I say want it to be on the right middle edge instead of the top left corner? I know the panner can do it, but it’s always in motion which I don’t want, I just want to specify the spot manually.
or, ideally, is it possible for me to take the alpha from a mask and place this texture according to that mask’s position?
Very tricky to give a useful answer to that. Usually, the interesting part of the texture would not be in the corner, so no problem
If you’re going to have a flip book on there texture, then I’d recommend some of the flipbook specific nodes, because then you don’t need to worry about alignment.
Otherwise, you’re stuck with calculating the difference between the image corner location and the center.
What I’m trying to do is make the texture small and center it on the cursor location by feeding it either aforementioned alpha mask or the relative space coordinates.
This is how I’m generating the alpha mask I’m talking about, i feed it the relative coordinates of the cursor click trace on the model, and generate a sphere mask from it and the uv unwrap.
It works, as in accurately displays the sphere mask on the mesh where I’m clicking, however i’m trying to make it a texture instead of just a sphere mask.
i don’t really get how that’s gonna help, I tried it and it just didn’t work (not that I expected it to since I’m using the UV Unwrap and 3D coordinates for to position the mask so naturally this breaks that)
Your code isn’t making that texture smaller and it isn’t centering it on the coordinates either,it’s just focusing which part of the texture to display with the opacity not actually scaling and moving the texture like I’m trying to do.
Then again I am a complete novice when it comes to material bp so maybe whatever you’re trying to tell me is just going over my head.
Edit: here is a function that’s getting the exact position I need but in a 3d vector not a 2d one.
still trying to work out the formula to convert the 3d position to a 2d one.
I read somewhere that U = X / Z and V = Y / Z although it was not specifically for unreal and no 2 programs can ever seem to agree on what’s x, what’s y and what’s z.
It isn’t working though unfortunately. I mean it’s closer than before, the texture is small, and it’s drawn on the mesh, just not in the correct position and it tends to be kinda skewed.