Material: Specify exact color of color channel output of Texture Sample node?

Hi everyone again :slight_smile:

I have a material that uses “Texture Sample Param” hooked into the “base color” pin of the material result node to display the texture on the actual actor, eg:

Specific areas of this texture (painted in green, #00ff00) should be emissive, so I was hooking up the “G” output pin to the emissive input pin of the material result note. However, ALL green colors are affected by this and therefore emissive, which I don’t want.

Is there a way to exclude all other greens other than #00ff00? Or what would be the correct approach?

Thank you for your help in advance,
Chris

The two mains ways you have of keeping things separate like that are

1 The pins, which you’ve already seen

2 An actual mask texture ( in this case it would be the same as parts of the green channel that are supposed to be emissive.

2 Likes

@1: Ok, so you are saying there is no way to narrow down the color to be “emissived” to a single color using those pins, just the “whole group” of greens, blues, reds?

@2: Thanks, that did it for me :slight_smile:

1 Like

@1 Correct.

@2 Excellent :nerd_face:

1 Like