Material setup, emissive texture layering and fading out base texture

Hello, I have been having an issue with layering an emissive texture (fire) behind the base color (grate). Simply I am trying to have the base texture remain constant (or get darker), while the emissive ramps up from 0-1 with a scalar parameter thats set in the BP. I have tried dividing the base color with different values but the minute the emissive gets turned on to 1 it breaks and the base color isn’t visible anymore. I guess I am trying to backlight the texture as if it were part of the actual mesh that was backlit by an emissive

Emissive at 0
gen_material_emissive_0

Emissive at 1
gen_material_emissive_1

Material setup:

The only part of the material thats not showed is the rotate on Y part, just so that it spins and gives the illusion of movement. If anyone has any suggestions that would be awesome, :smiley: I have been racking my brain trying to get this to function properly :confused:

The emissive should be altered or modulated in some way based upon the base color, so that the variation allows the pattern to be clearly visible even as it’s color begins to resemble the flames below. You can do this by reducing the strength of the emissive on the grate compared to the flames behind it. You can offset the UVs of the flame effect depending on if it’s on the grate or the gap. The grate detail is lost because the emissive is being applied uniformly on both the gaps and the metal.

Thank you very much, I ended up making a mask for the grate portion of the texture, overlaying it onto the fire and that ended up working perfectly. :smiley: