So being fairly new to materials, nodes and pretty much all of the related material here it’s been fun crashing through all of the problem solving, hitting walls and finding new solutions to the problems.
Currently I have a material for a sword item I’ve been working on after quickly finding out procedural material nodes didn’t transfer when I tried bringing the model over from blender.
Fixing the other textures using the built in UE5 auto UV unwrapping tools from the modeling plugin made that part super easy, so my challenge was reinserting glowing runes onto the sword model. I didn’t want to take a bandaid approach of just slapping an emissive decal onto the sword actor, so I set about it and got it setup.
So placement / scale are all correct, and it’s on both sides of the object.
However to achieve this I had to use two separate texture samples because I couldn’t get the texture wrapping to work properly at the size it needed to be (wouldn’t line up exactly on both sides) so I clamped it and used two instead.
Problem is, with only one Emissive color input in the final material, the only way I can control them independently is by separating the color channels each of the textures uses, obviously less than ideal if you’re looking to have a uniform color for said glowing texture on both sides.
So that makes me wonder, is it possible to have two textures being input with the full range of RGBA channels into the emissive input via some kind of other joining connector (the ones I tried didn’t work) and retain control of each texture independently to move / color without affecting the other? Since, right now if I have them both using all channels it just winds up overlapping and changes to one will affect both.
Perhaps I’ve come to the wrong solution for the problem? Looking for advice.