As you can see, the “color control” thing allows me to control the color of each part of a single texture, each part corresponding to a specific channel (RGB). The final result combines each color+mask to render each part.
What I want to do is to be able to add an additional texture for each channel.
For exemple : The second color/channel is currently in white color. But I’d like to use my wood texture above to replace this color. How can I do to tell Unreal : “If I specify an additional texture, replace this color with it. If not, use the color value”?
I’m sure there is a simple way, but I can’t find any node just doing a “replace” function.
oh, also while I’m at it, it would be absolutely fantastic to have a parameter to control a blending between the color and the additional texture! This way I could have several color options for 1 additional texture.
Thanks again.
Well wouldn’t itl blend the mask and the texture, resulting in a darkened texture with the mask shape?
I’d simply like to replace the displaying of the color with the texture, if there is one. I don’t know if I’m clear enough
instead of lerping each layer, just create and add color to each channel.
then " Add" them all together with the add node.
As for optional replacing a color with a texture, there are switch/staticswitch parameter nodes, which in an mat-instance allows you to select between a true/false statement.
i.e. UseMaterial = false > use color
UseMaterial = True > use texture.
Nice! I didn’t know that fantastic switch node.
The only con of this is you can’t adjust the blending of the 2 inputs : it’s one or the other.
Also, I didn’t understand your “add” recommendation for the colors.
Currently I have 1 texture and masks in R, G, and B channels and use them in my Lerp nodes in order to define the area where the color is applied.
What were you talking about with the add node?
Each Switchparameter allows texture override on color separately.I’m pretty happy with the result! Tell me if I failed at something or if I can make it better!
Thanks