Landscape Grayscale (0-256) values filter

d0152d3b0a0dbcf48beb21c09f313d7e75cb8d2b.jpeg
Works, thanks.
The problem is when merging the values with a LERP also blends the range filters. It need to use the alpha mask of the LERP to avoid it and separate the mask correctly.
Now Im using the LANDSCAPE LAYER BLEND node. I created a total of 8 height-layers.

WH - White

RZ - Magenta
RR - Red

GY - Yellow
GG - Green

BC - Cyan
BB - Blue

BA - Black

3e537cbdfde4c578346825231d8903cb11108f05.jpeg

The goal is to asign 8 color-textures to each layer with the normals (8x2=16 textures). This is imposible because the MAX texture samplers are 16.
This is the “wish list”:


+1 R Grayscale Height Splatmap OK
G Grayscale Slopes Splatmap
B Grayscale Rocks & Others Splatmap
A Flowmap


*1 RGB Landscape Normal Map OK


*8 Color Maps
*8 Normal Maps


+2 UE4 Lightmap Cooefficients OK
+1 UE4 Specular Cubemap OK


5/16 TEXTURES SAMPLERS TOTAL

For the moment using only the R grayscale splatmap there is a total of 5/16 textures samplers, when should be 4/16 ¿why?
Another question is ¿how to change the vector R from 1 texture to the B vector of another texture?? Example.
I created a R color-image extracted from the B normal-image. The goal is to integrate various textures in the same files.