How to merge textures?

Hello. I want to make one texture from 3 for my widget. I suppose I should do this with material. Here’s my textures:
image
How can I do it in material bp? I need tiling only for “48” texture.

Make mask texture that is RGB in this way: R 1/3rd on the left, G 1/3 in middle, and B 1/3rd or right. So 3 stripes, each 1/3 red, green, and blue.

Now see how to use linear interpolate node in material. and interpolate your 3 texures, with that mask.

This is simplest way.

You can also create that RGB mask out of expressions directly in material. With IF statments:

  • get UV coordinate node. Filter only R or G just one, to get UV in single direction.
  • set result color to GREEN
  • and then if UV is < 1/3 set it to RED
  • if UV> 2/3 set it to BLUE.

I can’t use first way, because I can’t use photoshop or gimp to work with layers. I’m trying the second way and can’t understand how and why to set result color to green/red/blue?
image

This is more complicated than i thought. Trying to do this material.

Well I’m trying to figure it out for a few hours and the main problem there is too much information about “blending” textures, but not about “composing” textures.

Wait. It’s cool idea. Here’s what I’ve got so far:


But when I’m trying to add third texture with B=0.66 I’m getting this:

I suppose second “if” is overriding the first one (yellow dot on preview). Do you know how can I fix it?

I assumed you do not know material editor, and tired to make it easy to duplicate (ie. no messed up things).

create RGB stripes:

stretch uvs 3 times in single direction:

combine textures:

whole graph (dirty):

Combining 3 of anything:

  • assume “Zero/default” state is one of 3 options
  • use option 0 for whole thing
  • use 2 if statments, if something is more that other, use option 1, if something is less that other thing use option 2.

But i did RGB stripes anyway.

Whole thing would be easier if you just masked R from uv then:
set default RGB = [0,0,1]
if R < 0.33 set MAsk texture to RGB=[1,0,0]
if R > 0.67 set MASK texture to RGB=[0,1,0]
then Lerp with RGB your pieces together.

I was doing that when you wrote you can do whole thing yourself. :wink:

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Thank you very much!

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