I am having a hard time figuring out how to do very essential thing in UE4 material blueprint - clamping texture range. What I basically need is a simple way of compressing texture range to generate quick masks, like on the video example here: https://youtu.be/J6V2e_utecI
I would like to stress that I am looking for quick and simple solution, preferably just one node. It’s not so much about knowing if this is possible with UE or not (I am 100% sure it is), but rather about if it is easily possible with UE. If there is not simple out of the box operation to perform so essential task, then it will be clear message for me I will likely encounter a lot of similar obstacles in future, and should look for different, more artist friendly game engine. Therefore please no “You can build compound using these 20 nodes” kind of suggestions. My question is more about finding out if UE really lacks so basic out-of-the-box tools in expectation that user will build them on his own, or if I am just looking in wrong places.
Thank you very much in advance.